Difference between revisions of "Nuclear Agent Items"
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! Viscerator Delivery Grenade<br>[[File:Viscerator.gif]] | ! Viscerator Delivery Grenade<br>[[File:Viscerator.gif]] | ||
| | | 25 TC | ||
| Sending a swarm of tiny machines to attack every non-operative nearby. | | Sending a swarm of tiny machines to attack every non-operative nearby. | ||
| A unique grenade that deploys a swarm of viscerators upon activation which chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit and are small enough to pass over certain objects such as tables. While viscerators have only 15 health and are easily dispatched, they are deadly in close-quarters scenarios. | | A unique grenade that deploys a swarm of viscerators upon activation which chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit and are small enough to pass over certain objects such as tables. While viscerators have only 15 health and are easily dispatched, they are deadly in close-quarters scenarios. | ||
|- | |- | ||
! Grenadier Belt<br>[[File:Assaultbelt.png]] | ! Grenadier Belt<br>[[File:Assaultbelt.png]] | ||
| | | 150 TC | ||
| Throwing a large variety of deadly grenades at the crew. | | Throwing a large variety of deadly grenades at the crew. | ||
| A belt that starts with 26 grenades and can hold up to 30. Contents : 4 smoke grenades, 2 EMP grenades, 4 gluon grenades (makes floors frozen and slippery, freezes and irradiate people), 1 fluosulphuric acid smoke grenade, 1 sarin gas grenade, 2 small plasma fire grenades, 10 frag grenades (does not breach station floors, can embed shrapnels in people hit), 2 syndicate minibombs | | A belt that starts with 26 grenades and can hold up to 30. Contents : 4 smoke grenades, 2 EMP grenades, 4 gluon grenades (makes floors frozen and slippery, freezes and irradiate people), 1 fluosulphuric acid smoke grenade, 1 sarin gas grenade, 2 small plasma fire grenades, 10 frag grenades (does not breach station floors, can embed shrapnels in people hit), 2 syndicate minibombs | ||
|- | |- | ||
! Composition X4 <br> [[File:X4.png]] | ! Composition X4 <br> [[File:X4.png]] | ||
| | | 10 TC | ||
| Making a big hole in the station. | | Making a big hole in the station. | ||
| This pack of explosives can detonate and blow out walls and airlocks alike. It has an adjustable timer, and unlike its counterpart C4, features no blow back meaning an operative can safely stand behind it. There is a significant blast radius outwards from the charge however. | | This pack of explosives can detonate and blow out walls and airlocks alike. It has an adjustable timer, and unlike its counterpart C4, features no blow back meaning an operative can safely stand behind it. There is a significant blast radius outwards from the charge however. | ||
|- | |- | ||
! Bag of C4 explosives<br>[[File:DuffleSyndiShotgun.png]] | ! Bag of C4 explosives<br>[[File:DuffleSyndiShotgun.png]] | ||
| | | 40 TC | ||
| Blowing open any bolted airlocks that stand in your way | | Blowing open any bolted airlocks that stand in your way | ||
| A bag containing 10 packs of C4 explosive. If the AI is bolting you out of every airlock you approach, these will quickly make their means of impeding you useless. | | A bag containing 10 packs of C4 explosive. If the AI is bolting you out of every airlock you approach, these will quickly make their means of impeding you useless. | ||
|- | |- | ||
! Bag of X4 explosives<br>[[File:DuffleSyndiShotgun.png]] | ! Bag of X4 explosives<br>[[File:DuffleSyndiShotgun.png]] | ||
| | | 20 TC | ||
| Making several big holes in the station. | | Making several big holes in the station. | ||
| A bag containing 3 packs of X4 explosive. Very useful for breaking into any rooms you're locked out of while injuring everyone inside. | | A bag containing 3 packs of X4 explosive. Very useful for breaking into any rooms you're locked out of while injuring everyone inside. |
Revision as of 18:29, 22 August 2023
Departmental Head
Unknown
Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
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.
Support and Mechanized Exosuits
Stealthy and Inconspicuous Weapons
Item | Cost | Damage Type | Damage | Description |
---|---|---|---|---|
CQC Manual |
40 TC | Brute, Stamina and Stun | Variable | A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Does not restrict weapon usage. Your disarms will inflict some stamina damage while shoving people, your grabs will immobilize for a second making it easier to reinforce them, your harm attacks will deal moderate stamina damage, and you will get a set of combos that allow you to efficiently knockdown, disarm or stun your opponent. You can find more information on CQC and its combos Here. |
Combat Gloves Plus |
25 TC | Brute and oxygen | Variable | Aside from the benefits of normal combat gloves, these imbue the wearer with the ability to use Krav Maga |
Ammunition
Ammunition for the various weapons employed by Nuclear Agents.
Space Suits and Hardsuits
Grenades and Explosives
Stealth and Camouflage Items
Devices and Tools
Item | Cost | Purpose | Description |
---|---|---|---|
Blood-Red Magboots |
10 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 |
75 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 |
80 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 |
20 TC | Healing and reviving other operatives. | The first aid kit comes with a 2 emergency stabilization pens, four synthflesh patches, a night vision medical hud, and a hypospray filled with combat stims. |
Syndicate Detonator |
5 TC | Synchronizing syndicate bomb detonations. | Activating this will set off all currently planted Syndicate Bombs in five seconds. |
Diamond Tipped Thermal Safe Drill |
5 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 |
125 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 |
100 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. |
VTEC Upgrade Module File:Cyborg upgrade1.png |
30 TC | Increase survivability of your cyborgs. | Makes the borg as fast as average human to keep them from falling behind the team or lets them avoid danger much easier. You only need your ID and a crowbar to install. |