The Nuclear Operatives Team has access to large array of deadly weapons not available to traitors and can also purchase most item available to regular field operatives. Most items purchasable by traitors are also available to Operatives and can be found here.
Items Not Available to Nuclear Operatives:
- Energy Crossbow
- Holoparasites
- Martial Arts Scroll
- Military Belt
- No-slip Syndicate Shoes
- Sleepy Pen
- Syndicate Bundle
- Syndicate Playing Cards
- Syndicate Surplus Crate
Highly Visible and Dangerous Weapons
Flamethrower
Flamethrower
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File:Flamethrower.png
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Found in: Ordered via syndicate uplink, costs 11 telecrystals. Used for: Being the twisted firestarter. Strategy: This gun is more for deterence and crowd control than actual combat as your range is somewhat limited. You can very easily block off attackers with the threat of setting them of fire however.
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Description
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A flamethrower, fuelled by a portion of highly flammable bio-toxins stolen previously from Nanotrasen stations. Make a statement by roasting the filth in their own greed. This can very quickly bring a person down if they are crazy enough to try to charge you as it will immediately ignite them, the tile they are standing on, and it will superheat the air around them which will all cause burn damage.
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'Bulldog' Mag-Fed Shotgun
'Bulldog' Shotgun
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Found in: Found around the Nuke Ops Station. Used for: Putting big holes to Nanotransen Crew Strategy: This compact shotgun is specialized for combat in narrow corridors. Use it if you found to be cheap on your operation.
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Description
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A boarding party shotgun that fires slugs, buckshot, stunshot or Dragon's Breath (Incendiary) rounds in a 8-round drum magazine. The damage depends on what shotgun shell do you load on the gun.
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C-20r Submachine Gun
C-20r Submachine Gun
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Killing that pesky Nanotrasen crew. Strategy: This submachine gun is one of the cheaper options available if you want better firepower than a pistol or shotgun. Point and shoot at the things you want dead.
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Description
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A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds with a 20-round magazine and is compatible with suppressors. One round from this gun deals 20 brute damage as well as 65 stamina damage.
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M-90gl Carbine
M-90gl Carbine
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Found in: Ordered via syndicate uplink, costs 18 telecrystals. Used for: REALLY killing that pesky Nanotrasen crew. Strategy: One step above the C-20r submachine gun for a slightly higher cost. This gun features a 3 round burst fire mode, higher base damage, and grenade launching ability, making it a large improvement over the C-20r if your squad can afford it.
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Description
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A fully-loaded three-round burst carbine that uses 30-round 5.56mm magazines with a togglable underslung 40mm grenade launcher. This gun does not deal stamina damage, but does do 35 brute damage with each shot and can fire a much larger number of rounds in a timespan than the C-20r can.
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L6 Squad Automatic Weapon
L6 Squad Automatic Weapon
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Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: REALLY Killing that pesky Nanotrasen crew and you don't feel like aiming much. Strategy: The L6 is the big gun. It has a bigger clip and deals far more damage than both the C-20r and the M-90gl but has a price tag to match. If you want to kill any crew member stupid enough to cross you with ease, this is your gun.
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Description
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A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 5.56x45mm ammunition. The L6 deals a brutal 60 damage per shot, meaning three shots from this will take down even most armored opponents.
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Sarin Gas Grenades
Sarin Gas Grenades
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Found in: Ordered via syndicate uplink, costs 15 telecrystals. Used for: Chemical warfare. Strategy: Throw in the general direction of your opponents. The ensueing gas cloud should be enough to deter any unprotected attackers and can outright kill the ones dumb enough to charge through it.
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Description
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A box of four (4) grenades filled with Sarin, a deadly neurotoxin. Use extreme caution when handling and be sure to vacate the premise after using; ensure communication is maintained with team to avoid accidental gassings. Sarin gas has several effects, including twitching, weakness, brain damage, toxin damage, suffocation damage, and burns. If left untreated, sarin gas can be lethal.
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Viscerator Delivery Grenade
Viscerator Delivery Grenade
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Causing chaos. Strategy: Deploy this near a populated area and force the crew to deal with the viscerators while you continue on with your plan. Viscerators are not very strong individually so don't expect too long of a distraction from this.
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Description
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A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area. The grenade spawns 5 viscerators which each deal 15 brute damage every hit. Viscerators only have 15 health however, so they are quite fragile. They are not impeeded by each other's movements, meaning multiple viscerators can occupy the same location.
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Syndicate Cyborg
Syndicate Cyborg
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Found in: Ordered via syndicate uplink, costs 50 telecrystals. Used for: Exterminate. Strategy: When used, the operative activating the borg has the option to program it as a combat or medical droid. Essentially, you are buying an additional robotic squad member who comes already fully eqiupped for their role.
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Description
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A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The medical module comes equiped with all necessary tools to heal most any wound and perform any surgery. The combat borg module has more than enough fire power to eliminate most enemies, including a grenade launcher, a heavy machine gun, and an energy sword.
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Gygax Exosuit
Gygax Exosuit
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Found in: Ordered via syndicate uplink, costs 90 telecrystals. Used for: Destruction. Strategy: The gygax is pretty expensive, but can do serious damage in the right hands. If the squad chooses to purchase this, then the pilot is expected to do alot of the heavy lifting on the mission.
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Description
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A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. This model lacks a method of space propulsion, and therefore it is advised to repair the mothership's teleporter if you wish to make use of it. The attached long range flamethrower and flash bang launcher make an excellent combination for dealing with crew members who are not properly protected. The gygax also features moderate defenses against most projectile types.
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Mauler Exosuit
Mauler Exosuit
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Found in: Ordered via syndicate uplink, costs 140 telecrystals. Used for: Complete and Utter Destruction. Strategy: This is a walking war machine. So long as no one sneaks up on you and fries the mech's circuitry, just about anything you look at will die.
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Description
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A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, and deployable smoke. This is the most expensive piece of equipment avialable to the team, and for good reason. This mech features an lmg, a scattershot, a missle launcher, and anti-projectile armor boosters attachments. It also is far more durable than the gygax and has better damage reflection and reduction capabilities, making it an absolute nightmare for any crew to attempt to try to combat.
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Toy Submachine Gun
Donksoft SMG
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: PEW PEW PEW Strategy: Heading into actual combat armed with this is even more ill-advised then using the Donksoft LMG. If truely desperate, you can insert a pen into a dart to deal 5 brute damage when fired.
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Description
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A modified C-20r sub machine gun with a 20 dart magazine. The darts do no lasting damage, however each will hit for 25 stamina damage.
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Toy Machine Gun
Donksoft LMG
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: PEW PEW PEW PEW PEW Strategy: This weapon is most useful for stunning your oppenents or decieving someone into thinking you have an actual gun. If truely desperate, you can insert a pen into a dart to deal 5 brute damage when fired.
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Description
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A modified L6 machine gun fitted to fire from a magazine containing 50 riot-grade foam darts. The darts do no lasting damage, however each dart will hit for 25 stamina damage.
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Ammunition
Box of Bioterror Syringes
Box of Bioterror Syringes
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Shutting up annoying hostages. Strategy: Inject this into a person you need to take in alive or to give you time to steal their identity if you are taking a stealthy approach.
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Description
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A box full of preloaded syringes, containing various chemicals that seize up the victim's motor and broca system , making it impossible for them to move or speak while in their system. One syringe causes brain damage, paralysis, confusion, drowsiness, and removes their ability to speak for a brief duration.
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Drum Magazine - 12g Buckshot
Drum Magazine - 12g Buckshot
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the shotgun. Strategy: These rounds are intented for inaccurate and spread out damage. Make sure you are not behind your fellow operatives when using this ammunition or you risk hitting them.
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Description
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An additional 8-round buckshot magazine for use in the Bulldog shotgun. Front towards enemy. Each pellet in a shell deals 15 brute damage.
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Drum Magazine - 12g Slugs
Drum Magazine - 12g Slugs
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the shotgun. Strategy: This ammo is designed to have less spread than the normal buckshot, meaning you have a much lower chance of taking out your fellow operatives.
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Description
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An additional 8-round slug magazine for use in the Bulldog shotgun. Now 8 times less likely to shoot your pals. Each shell is capable of doing 60 brute damage.
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Drum Magazine - 12g Stun Slug
Drum Magazine - 12g Stun Slug
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File:Stun Shell.png
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Ammo for the shotgun. Strategy: When this shell connect with a Nanotrasen crew member, it will momentairly incapacitate them, giving you time to finish them off with another weapon.
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Description
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An alternative 8-round stun slug magazine for use in the Bulldog shotgun. Saying that they're completely non-lethal would be lying. Each shell deals 5 brute damage and will stun the person for a moderate amount of time.
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Drum Magazine - 12g Dragon's Breath
Drum Magazine - 12g Dragon's Breath
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File:Dragonsbreath Shell.png
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the shotgun. Strategy: The spread on this type of ammunition makes it useful when dealing with large crowds, just make sure your fellow operatives are not in the line of fire.
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Description
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An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. Each shell contains 4 pellet which deal 5 brute damage and sets the target on fire. Additionally the pellets leave a heat trail, raising the temperature of areas they passed by.
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Ammo Duffelbag - Shotgun Ammo Grab Bag
Ammo Duffelbag - Shotgun Ammo Grab Bag
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Ammo for the shotgun. Strategy: The bag contains the equivalent of 9 free telecrystals worth of shotgun shells. If the team is having trouble arming everyone, this bag should be more than enough to keep an operative's shotgun firing through an entire mission.
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Description
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A bag containing an assortment of shotgun magazines. There is one dragon's breath magazine, one stunshot magazine, one standard buckshot magazine, and six slug magazines in the bag and it can hold most other items a standard backpack can hold.
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Magazine - .45
Magazine - .45
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the C-20r submachine gun. Strategy: Order in conjunction with the C-20r.
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Description
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An additional 20 round magazine for the C-20r. Each round deals 20 brute damage and 65 stamina damage.
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Toploader Magazine - 5.56
Toploader Magazine - 5.56
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the M-90gl carbine. Strategy: Order in conjunction with the M-90gl.
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Description
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An additional 30 round magazine for the M-90gl. Each round deals 35 brute damage.
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Ammo Box - 40mm grenades
Ammo Box - 40mm grenades
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Ammo for the M-90gl carbine grenade launcher attachment. Strategy: Order in conjunction with the M-90gl.
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Description
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An additional 4 grenade launcher rounds for the M-90gl. Each shell does 60 brute damage on hit, followed by an explosion which can easily dismember a person even if shell does not hit them directly.
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Box Magazine - 5.56x45mm
Box Magazine - 5.56x45mm
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Ammo for the L6 LMG. Strategy: Order in conjunction with the L6 LMG.
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Description
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An additional 50 round magazine for the L6. Each round deals 60 brute damage.
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Box of Riot Darts
ammo box (Foam Darts)
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the toy guns. Strategy: Order in conjunction with a toy weapon which uses foam dart ammo.
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Description
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This ammo box contains 40 additional riot foam darts which can be used to load the toy submachine gun or the toy machine gun. The darts do no lasting damage but do cause 25 stamina damage each.
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Devices and Tools
Elite Syndicate Hardsuit
Elite Syndicate Hardsuit
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Superb protection and space travel. Strategy: This suit provides great armor and is no more expensive than the normal hardsuit, making it well worth it's price when looking for defense.
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Description
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The elite Syndicate hardsuit is worn by only the best nuclear agents. Features much better armoring and complete fireproofing. When the built in helmet is deployed your identity will be protected. Toggling the suit into combat mode will allow you all the mobility of a loose fitting uniform without sacrificing armoring. Additionally the suit is collapsible, small enough to fit within a backpack. Nanotrasen crewmembers are trained to report red space suit sightings; these suits in particular are known to drive employees into a panic.
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Blood-Red Magboots
Syndicate Combat Medic Kit
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Staying upright in zero-gravity environments. Strategy: These magboots were made for walking, and that's just what they'll do.
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Description
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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.
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Medbeam Gun
Medbeam Gun
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Found in: Ordered via syndicate uplink, costs 15 telecrystals. Used for: Being the team medic. Strategy: Aim at a teammate to connect a beam of energy to them which will heal them for as long as the beam remains unbroken.
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Description
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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.
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Energy Shield
Energy Shield
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File:Eshield.gif
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Found in: Ordered via syndicate uplink, costs 16 telecrystals. Be aware that the Deathsquad may also have this shield too. Used for: Blocking and defending attacks. Strategy: The energy shield greatly increases one's ability to survive. The shield can be active in one hand while firing a weapon with the other. In addition this shield can reflect energy projectiles.
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Description
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A personal shield projector that can be toggled on and off. In the on state it will prevent you from being disarmed, as well as having a chance to stop any bullet and melee shoves and reflecting any energy projectiles back at the shooter. However, it does not protect from melee weapons so be wary of people with stunbatons, lest they seize your gun and kill you.
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Syndicate Combat Medic Kit
Syndicate Combat Medic Kit
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Found in: Ordered via syndicate uplink, costs 9 telecrystals. Used for: Healing and reviving other operatives. Strategy: This pack will heal most external damage, but does not have anything which can combat internal injuries such as broken bones.
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Description
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The first aid kit comes with a compact defibrillator, patches for brute and burn damage, a night vision medical hud, a hypospray filled with combat stims, a lethal injection syringe, and what may be the most crucial part of a tactical medkit, a stethoscope.
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Syndicate Detonator
Syndicate Detonator
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Synchronizing syndicate bomb detonations. Strategy: Activating this will set off all currently planted Syndicate Bombs, which can be handy when trying to coordinate attacks from multiple fronts.
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Description
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A very simple looking button. Simply push it once all operatives are clear of the blast radius to detonate all active bombs.
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Assault Pod Targetting Device
Assault Pod Targetting Device
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Found in: Ordered via syndicate uplink, costs 30 telecrystals. Used for: Highly aggressive boarding of ships. Strategy: Select from a list of locations near or on the ship you intent to attack. Once selected, the controls within the pod will allow it to be launched.
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Description
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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 it's 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 meaning your team must find another way back off station.
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Teleporter Circuit Board
Teleporter Circuit Board
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File:CircuitboardTele.png
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Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: Warping onto the Nanotrasen ship. Strategy: Once the teleporter is fully operational and calibrated, the team can teleport directly onto the target ship. This can save valuable time that would be sent breaking into the ship with explosives or other methods.
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Description
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A printed circuit board that completes the teleporter on-board the mothership. Advise you test fire the teleporter before entering it, as malfunctions can occur.
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Implants
Thermal Vision Implant
Thermal Vision Implant
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Seeing enemies and other living creatures through walls. Strategy: A cheaper alternative to X-ray implants when low on funds. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
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Description
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Thermal vision allows you to see living creatures, but not any equipment they may be dragging with them. If your team has an extra 2 telecrystals to spend, the X-ray vision implant is a slightly more expensive but effective option.
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X-ray Vision Implant
X-ray Vision Implant
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Seeing living creatures and everything else around you through the walls. Strategy: The pinnacle of vision enhancing modifications. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
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Description
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X-ray vision allows you to see everything in your vicinity as if the walls did not exist. This is very handy knowledge to have when trying to sneak through an enemy ship or outmaneuver enemy combatants.
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CNS Rebooter Implant
CNS Rebooter Implant
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Reducing down time when in combat. Strategy: Handy to have when expecting heavy resistance. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
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Description
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This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions.
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Reviver Implant
Reviver Implant
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Emergency healing when unconcious. Strategy: Good for giving yourself a second chance should a battle not go in your favor. Both the implanter and implant are contained within a box. Place the implant into the implanter and then activate the implanter while it is in your hand to inject yourself.
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Description
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The reviver implant will attempt to heal damage on the user should they fall unconscious. It is important to note that 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 by it.
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Cybernetic Implants Bundle
Cybernetic Implants Bundle
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Found in: Ordered via syndicate uplink, costs 40 telecrystals. Used for: Providing a variety of implants for the whole team. Strategy: This is an effective purchase to make before buying any specific implants you or your teammates might want.
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Description
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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.
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Microbomb Implant
Microbomb Implant
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Operatives also spawn with this type of implant already in them. Used for: Blowing yourself up for the glory of the Syndicate. Strategy: Inject yourself with the pre-loaded syringe to obtain the implant and activate the power should you want to explode.
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Description
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A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The size of the explosion can be increased by adding additional implants to an operative.
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Macrobomb Implant
Macrobomb Implant
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. Strategy: Inject yourself with the pre-loaded syringe to obtain the implant and activate the given power should you want to explode. Useful for maximizing collateral damage.
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Description
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A final stand weapon which can be triggered manually by an operative or activates automatically upon death to prevent capture of Syndicate technologies by other companies. The resulting explosion is significantly larger than the microbomb implant and should not be used anywhere near your fellow operatives.
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