Nuclear Agent Items
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MISSING: File:Combatgloves.png, File:Syndimedborg.png, File:Syndisaboborg.png
MISSING: File:Combatgloves.png, File:Syndimedborg.png, File:Syndisaboborg.png
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. |
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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 two round bursts or semi-automatic fire. While it deals low brute damage compared to many other firearms, the stamina damage will stun targets in just two hits making it excellent for keeping crew pinned down for other operatives to finish off. |
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
Item | Cost | Purpose | Description |
Gygax Exosuit |
90 TC | A mech for close-range attacks and chasing down key targets with its speed. | A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. It comes fully equipped with a scattershot rifle for easily downing any nearby attackers, leg actuator overload for a power-hungry speed boost, ion thrustors for easier travel through space and moderate armor and shielding to shrug off most conventional means of attack. |
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Mauler Exosuit |
140 TC | A mech for shrugging off most attacks while blasting crew with missiles, machine guns and scattershot rifles. | A massive and incredibly deadly Syndicate exosuit. Features long-range targeting, thrust vectoring, deployable smoke, LMG, Scattershot Launcher, Missile 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. |
Syndicate Reinforcement |
25 TC | Receiving another operative to assist you. | Teleports in another nuclear operative to add to your team. They come equipped with only basic equipment, so make sure you set aside spare telecrystals to buy them some gear. |
Syndicate Assault Cyborg |
60 TC | Getting a robot buddy programmed for providing combat support. | A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The combat borg module has more than enough fire power to eliminate most enemies, including a 6 round grenade launcher, a single-shot heavy machine gun and an energy sword. It also comes with an emag and crowbar to force open doors it cannot interface with and an operative pinpointer to prevent it from getting separated from other operatives. |
Syndicate Medical Cyborg File:Syndimedborg.png |
35 TC | Getting a robot buddy programmed for providing medical support. | A cyborg designed and programmed for keeping syndicate operatives alive in the field. It comes with a medbeam gun that works the same way as the handheld version operatives can buy as well as a hypospray loaded with extremely strong healing nanites, which will quickly heal even the worst injuries. It can keep other syndicate cyborgs alive with nanopaste and features an entire set of surgical equipment should emergency surgery become a necessity. It also comes with an energy saw for close range combat, an emag and crowbar to force open doors it cannot interface with and an operative pinpointer to prevent it from getting separated from other operatives. |
Syndicate Saboteur Cyborg File:Syndisaboborg.png |
25 TC | Getting a robot buddy programmed for providing stealthy support. | A cyborg designed and programmed for hiding on board NT stations and sabotaging their equipment. It comes with all the standard engineering tools you can find on any NT engineering borg as well as a special chameleon disguise module that lets it look just like an engineering cyborg when used. If it needs to defend itself or assassinate a target it can use an energy sword like that of the combat cyborg. It also comes with an emag and crowbar to force open doors it cannot interface with and an operative pinpointer to prevent it from getting separated from other operatives. |
Stealthy and Inconspicuous Weapons
Item | Cost | Damage Type | Damage | Description |
CQC Manual |
13 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, but cannot be used alongside Gloves of the North Star. Your disarms will inflict damage, your grabs will be instantly aggressive, your harm attacks will deal increased damage, and you will get a set of combos that allow you to efficiently stun, then knockout your opponent. It also lets you block melee attacks (75% chance to block) by activating your throw intent. |
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Rapid Syringe Gun |
4 TC | Variable | Variable | A 6 shot syringe gun for nuclear operatives. It's identical to the one that R&D can create and is designed to be used alongside the bioterror syringes operatives can purchase. |
Combat Gloves Plus |
5 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 |
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. |
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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 |
25 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. |
VTEC Upgrade Module File:Cyborg upgrade1.png |
6 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. |