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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:
- Energy Crossbow
- Holoparasite
- Martial Arts Scroll
- Traitor Belt
- No-Slip Syndicate Shoes
- Sleepy Pen
- Syndicate Bundle
- Syndicate Playing Cards
- Syndicate Surplus Crate
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
|
11 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
|
60
|
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 weapon with a low fire-rate and a high per-damage hit, the sniper rifle is capable of instantly killing a target with a head shot. It's best used at a distance due to its tremendously low fire-rate. Each magazine holds 6 rounds, with different effects depending on the ammunition type. The basic ammunition for the rifle does seventy brute damage per-shot.
|
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.
|
Atmos Gas Grenades
|
11 TC
|
Variable
|
Variable
|
A box of two (2) cluster grenades filled with N2O and Plasma, an airborne anesthetic and highly volatile gas respectively. N2O gas will immediately incapacitate any target unfortunate enough to inhale it. Plasma on the other hand is toxic, and can be readily lit on fire in order to cause major devastation or to deny enemies access to an area.
|
Sarin Gas Grenades
|
15 TC
|
Chemical
|
Variable
|
A box of four (4) grenades filled with Sarin, a deadly neurotoxin. Sarin gas has several effects, including twitching, weakness, brain damage, toxin damage, suffocation damage, and burns. If left untreated, sarin gas can be lethal. It is recommended to wear internals when handling sarin grenades.
|
Viscerator Delivery Grenade
|
8 TC
|
Brute
|
15
|
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. While viscerators have only fifteen health and are easily dispatched, they are deadly in close-quarters scenarios.
|
Grenadier Belt
|
30 TC
|
Variable
|
Variable
|
A belt that starts with 25 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, 2 small plasma fire grenades, 10 frag grenades (does not breach station floors, can embed shrapnels in people hit), 2 syndicate minibombs
|
Syndicate Cyborg
|
50 TC
|
Variable
|
Variable
|
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.
|
Gygax Exosuit
|
90 TC
|
Variable
|
Variable
|
A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks though it lacks a method of space propulsion. 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.
|
Mauler Exosuit
|
140 TC
|
Variable
|
Variable
|
A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, and deployable smoke, LMG, Scattershot Launcher, Missle Rack, and anti-projectile armor attachments. Far more durable than its Gygax counterpart with more utility, weapons, and armour, the Mauler is the peak of Syndicate robotics.
|
Ammunition
Ammunition for the various weapons employed by Nuclear Agents.
Item
|
Cost
|
Damage Type
|
Damage
|
Description
|
Box of Bioterror Syringes
|
6 TC
|
Chemical
|
Variable
|
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.
|
Drum Magazine - 12g Buckshot
|
2 TC
|
Brute
|
15
|
These rounds are intended for dealing with targets at close quarters. Make sure your firing line is clear, as it's relatively easy to hit friendlies due to the wide spread. Each pellet in a shell deals 15 brute damage with damage falloff the further away a target is.
|
Drum Magazine - 12g Slugs
|
2 TC
|
Brute
|
60
|
An additional 8-round slug magazine for use in the Bulldog shotgun. Slugs are capable of quickly taking down even the most armoured of targets.
|
Drum Magazine - 12g Stun Slug
|
3 TC
|
Brute Stun
|
5 5 secs
|
An alternative 8-round stun slug magazine for use in the Bulldog shotgun. Each shell deals 5 brute damage and will stun the person for a moderate amount of time.
|
Drum Magazine - 12g Dragon's Breath
|
2 TC
|
Brute Burn
|
5 Variable
|
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.
|
Shotgun Ammo Grab Bag
|
10 TC
|
N/A
|
N/A
|
A bag containing an assortment of ammo drums for the Bulldog Shotgun. Features one Dragon's Breath drum, one Stunshot drum, one Buckshot drum, and six Slug drums.
|
Magazine - .45
|
2 TC
|
Brute Stamina
|
20 65
|
An additional 20 round magazine for the C-20r Submachine Gun.
|
Toploader Magazine - 5.56
|
2 TC
|
Brute
|
35
|
An additional 30 round magazine for the M-90gl.
|
Ammo Box - 40mm Grenades
|
4 TC
|
Brute Explosive
|
60 Variable
|
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 the shell does not hit them directly.
|
Box Magazine - 5.56x45mm
|
12 TC
|
Brute
|
60
|
An additional 50 round magazine for the L6-SAW.
|
Box of Riot Darts
|
2 TC
|
Stamina
|
25
|
This ammo box contains 40 additional riot foam darts which can be used to load the Toy Submachine Gun or the Toy Machine Gun.
|
.50 Magazine
|
4 TC
|
Brute
|
70
|
An additional 6 round magazine for the Sniper Rifle. Headshots will kill a target instantly.
|
.50 Soporific Magazine
|
6 TC
|
Sleep
|
40 secs
|
An additional 6 round magazine for the Sniper Rifle. Rounds deal 0 damage, but instantly put a target to sleep.
|
.50 Hemorrhage Magazine
|
4 TC
|
Brute
|
14.7
|
An additional 6 round magazine for the Sniper Rifle. On top of 14.7 brute damage, each shot reduces blood count level by 18% and may cause internal bleeding.
|
.50 Penetrator Magazine
|
4 TC
|
Brute
|
60
|
An additional 6 round magazine for the Sniper Rifle. Each round is capable of penetrating an unlimited number of targets and objects in its path up to a range of sixty tiles.
|
Space Suits and Hardsuits
Item
|
Cost
|
Coverage
|
Brute
|
Bullet
|
Laser
|
Energy
|
Bomb
|
Bio
|
Rad
|
Description
|
Blood-Red Hardsuit
|
N/A
|
Full Body
|
40
|
50
|
30
|
15
|
35
|
100
|
50
|
The feared suit of a syndicate nuclear agent. Toggling the suit into combat mode will allow you all the mobility of a loose fitting uniform without sacrificing armor. Additionally the suit is collapsible, small enough to fit within a backpack. Comes packaged with internals. Nanotrasen crewmembers are trained to report red space suit sightings, these suits in particular are known to drive employees into a panic.
|
Elite Syndicate Hardsuit
|
8 TC
|
Full Body
|
60
|
60
|
50
|
25
|
55
|
100
|
70
|
The elite Syndicate hardsuit is worn by elite Syndicate operatives. Features greater armouring to its traditional counterpart along with fireproofing. The combat mode enables greater mobility at the cost of sacrificing space-proofing. Nanotrasen crewmembers are trained to report Syndicate space suit sightings; these suits in particular are known to drive employees into a panic.
|
Shielded Syndicate Hardsuit
|
30 TC
|
Full Body
|
40
|
50
|
30
|
15
|
35
|
100
|
50
|
This hardsuit is identical to its cousin the Blood-Red Hardsuit, however unlike its cousin it features an overshield capable of absorbing the shock from three projectile bullets in a short duration. The shield slowly recharges itself over time, and is capable of deflecting an infinite number of projectiles so long as the shield is given adequate time to charge back up.
|
Devices and Tools
Item
|
Cost
|
Purpose
|
Description
|
Blood-Red Magboots
|
N/A
|
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.
|
Advanced Blood-Red Magboots
|
3 TC
|
Staying upright in zero-gravity environments without losing speed.
|
Much like the standard Blood-Red Magboots, these advanced versions do not slow down the user, allowing for all the same benefits without any impairment to mobility.
|
Composition X4
|
2 TC
|
Blowing stuff up.
|
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.
|
Medbeam Gun
|
15
|
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.
|
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.
|
Implants
Thermal Vision Implant
Thermal Vision Implant
|
|
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.
|
Description
|
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 more effective option.
|
X-ray Vision Implant
X-ray Vision Implant
|
|
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.
|
Description
|
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.
|
CNS Rebooter Implant
CNS Rebooter Implant
|
|
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.
|
Description
|
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. It will reduce the stun time from being tased or baton just enough to make you impossible to be cuffed by a single individual.
|
Reviver Implant
Reviver Implant
|
|
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.
|
Description
|
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. Be careful around EMPs, as they will cause a heartattack with this implant. And to think, everyone laughed at the person trying to use the ion rifle on the Nuclear Operatives.
|
Cybernetic Implants Bundle
Cybernetic Implants Bundle
|
|
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.
|
Description
|
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.
|
Microbomb Implant
Microbomb Implant
|
|
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.
|
Description
|
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.
|
Macrobomb Implant
Macrobomb Implant
|
|
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.
|
Description
|
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. 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 skidaddle.
|