Difference between revisions of "Nuclear Agent Items"
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AzuleUtama (talk | contribs) m (Updates reviver implant to hardened) |
AzuleUtama (talk | contribs) (Adds nuke ops bundles) |
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| Emergency healing when in critical health. | | Emergency healing when in critical health. | ||
| The reviver implant will attempt to heal damage on the user should they fall into critical health. Only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed. Unlike the normal reviver implant, this hardened one is immune to EMP attacks. | | The reviver implant will attempt to heal damage on the user should they fall into critical health. Only basic damage types are heal-able with this implant and more advanced injuries such as broken bones, injured organs, and internal bleeding will not be fixed. Unlike the normal reviver implant, this hardened one is immune to EMP attacks. | ||
|- | |- | ||
! Microbomb Implant <br> [[File:BombImplant.png]] | ! Microbomb Implant <br> [[File:BombImplant.png]] | ||
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| Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. | | Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. | ||
| A final stand weapon which can be triggered manually by an operative or activates automatically upon death. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a short delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure he can't tase you and skedaddle. | | A final stand weapon which can be triggered manually by an operative or activates automatically upon death. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives. There is a short delay when detonating the implant manually, so if you're going to suicide charge/bomb the Captain, make sure he can't tase you and skedaddle. | ||
|} | |||
== Bundles == | |||
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | |||
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | |||
| style="width: 150pt; center;" | Item | |||
| style="width: 50pt;" class="unsortable" | Cost | |||
| style="width: 200pt;" class="unsortable" | Purpose | |||
| class="unsortable" | Description | |||
|- | |||
! Bulldog Bundle <br> [[File:DuffleSyndiShotgun.png]] | |||
| 9 TC | |||
| Ambushing people in darkness or around corners with close range buckshot shells. | |||
| A duffelbag that comes with the Bulldog shotgun, 2 buckshot magazines and a pair of chameleon thermal glasses, saving 3TC over buying the items separately. Keep in mind that you get a free bulldog shotgun on the shuttle, so consider whether you need the other items in this bundle before purchasing it. | |||
|- | |||
! C-20r Bundle <br> [[File:DuffleSyndiShotgun.png]] | |||
| 18 TC | |||
| Silenced suppression of multiple targets. | |||
| A duffelbag that comes with the C-20r SMG, 3 additional .45 magazines and a surplus suppressor, saving 3TC over buying the items separately. Excellent value if you plan to use the C-20r as your main weapon. | |||
|- | |||
! Medical Bundle <br> [[File:DuffleSyndiMed.png]] | |||
| 20 TC | |||
| Keeping your teammates alive. | |||
| A duffelbag that comes with the Medical beam gun, a combat medkit and a pair of blood red magboots, saving 4TC over buying the items separately. Very useful if you want to play a dedicated support role in the team. | |||
|- | |||
! Sniper Bundle <br> [[File:Briefcase.png]] | |||
| 18 TC | |||
| Being a highly professional operative. | |||
| A briefcase that comes with the Syndicate sniper rifle, 2 Soporific magazines, a surplus suppressor and an armored black suit complete with red tie, saving 5TC over buying the items separately. Geared more towards stealth operatives, the Soporific rounds will let you silence anyone who spots you to prevent early detection while the suit can be used to blend in better with the crew. | |||
|- | |||
! Cybernetic Implants Bundle <br> [[File:SyndicateImplantBox.png]] | |||
| 40 TC | |||
| Provides a variety of implants for the whole team. | |||
| The implant bundle gives you 5 random enhancement implants picked from the four types available to your team (thermal vision, x-ray vision, anti-stun, and reviver). Although the implants in the bundle are random, it is on average cheaper to purchase the bundle then to get 5 individual implants. | |||
|- | |||
|} | |} | ||
[[Category:Objects]] | [[Category:Objects]] |
Revision as of 10:17, 25 October 2019
Syndicate operatives get access to the following items during the Nuclear Emergency.
Nuclear Operatives also get access to Traitor Items with the exception of the following equipment:
Highly Visible and Dangerous Weapons
Primary weapons and devices expressly designed to wreak havoc among one's enemies.
Item | Cost | Damage Type | Damage | Description |
Flamethrower File:Flamethrower.png |
8 TC | Burn | Variable | A flamethrower fueled by an attached canister of volatile plasma gas. Make a statement by roasting Nanotrasen filth in their own greed. Only has a range of 3x3 tiles, but will instantly ignite targets and heat the air in the area leading to sustained burn damage. |
---|---|---|---|---|
Bulldog Shotgun |
N/A | Variable | Variable | A drum-fed shotgun that carts magazines sporting up to eight rounds. Its damage, accuracy, range, and utility varies depending on the type of ammunition utilized. It can be loaded with slugs, buckshot, dragon's breath, or taser shot. |
C-20r Submachine Gun |
14 TC | Brute Stamina |
20 65 |
A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine, and is compatible with suppressors. Ideal for short to medium range and capable of firing in three round bursts or semi-automatic. |
M-90gl Carbine |
18 TC | Brute Explosive |
35 Variable |
A three-round burst 5.56 toploading carbine, designated 'M-90gl' with an attached underbarrel grenade launcher which can be toggled on and off. An ideal weapon for medium to long range, the M-90gl is capable of effectively stopping targets in as little as two bursts. |
L6 Squad Automatic Weapon |
40 TC | Brute | 45 / +5 Armor Piercing | A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil. |
Sniper Rifle |
16 TC | Variable | Variable | A rifle with a very low fire-rate, heavy recoil and devastating damage or effects on whatever its bullets hit. Comes included with a scope that lets you see several tiles ahead at the cost of not being able to spot anyone coming at you from behind. It can also be suppressed if you're planning to be stealthy during your operation. It comes loaded with devastating .50 sniper rounds and can be additionally loaded with Soporific, Hemorrhage or Penetrator rounds. You must also have both hands free to fire this gun! |
Toy Submachine Gun |
5 TC | Stamina | 25 | Designed for non-lethal operations, the Donksoft SMG is a cheap alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage. |
Toy Machine Gun |
10 TC | Stamina | 25 | Designed for non-lethal operations, the Donksoft LMG is a cheaper alternative to most loud weapons and could potentially be used in stealth operations. You can insert a pen into the darts to make them deal five brute damage. |
Support and Mechanized Exosuits
Stealthy and Inconspicuous Weapons
Ammunition
Ammunition for the various weapons employed by Nuclear Agents.
Space Suits and Hardsuits
Grenades and Explosives
Devices and Tools
Item | Cost | Purpose | Description |
Blood-Red Magboots |
2 TC | Staying upright in zero-gravity environments. | A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. Just like Nanotrasen magboots, these boots will slow you down while active in indoor areas. |
---|---|---|---|
Medbeam Gun |
15 TC | Providing medical aid to a target. | A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion. |
Energy Shield |
16 TC | Blocking and defending energy-based projectiles. | Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is completely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it. |
Combat Medic Kit |
7 TC | Healing and reviving other operatives. | The first aid kit comes with a combat defibrillator, four synthflesh patches, a night vision medical hud, and a hypospray filled with combat stims. |
Syndicate Detonator |
3 TC | Synchronizing syndicate bomb detonations. | Activating this will set off all currently planted Syndicate Bombs in five seconds. |
Diamond Tipped Thermal Safe Drill |
1 TC | Forcing open that pesky safe. | For when the captain decides to put the nuke disk inside his floor safe - this is one of only two ways to force it open. To use the drill, first attach it to the safe and then activate it to start the drilling. Once completed, you'll need to remove the drill before you can open the safe up. It's advised to have someone on the team keep a single telecrystal spare to buy this, lest you find yourself right on top of the disk with no means to get to it. |
Assault Pod Targeting Device |
30 TC | Space Marine Roleplay and aggressive boarding of hostile ships. | The assault pod is a heavily armored and weaponized mobile base that can be crashed into the ship you have been tasked with destroying. The pod comes equipped with 8 automated machine guns on its hull which will fire upon any non-Syndicate targets in range. Keep in mind that although the pod gives you a very defensible entry point when starting your attack, it is a one way trip. |
Teleporter Circuit Board File:CircuitboardTele.png |
20 TC | Warping onto the Nanotrasen ship. | A printed circuit board that completes the teleporter on-board the mothership. Mostly useless, since a teleporter board can be stolen for the cost of a few blocks of C4 from telecomms, or from the abandoned teleporter. |