Difference between revisions of "Nuclear Agent Items"

From Paradise Station Wiki
Jump to navigation Jump to search
m
(Revamp of the page and descriptions.)
Line 1: Line 1:
The [[Nuclear Agent|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 [[Syndicate Items|here]].
Syndicate operatives get access to the following items during the [[Nuclear Agent|Nuclear Emergency]].


Items Not Available to Nuclear Operatives:
Nuclear Operatives also get access to [[Traitor Items]] with the exception of the following equipment:
*Energy Crossbow
*Energy Crossbow
*Holoparasites
*Holoparasite
*Martial Arts Scroll
*Martial Arts Scroll
*Military Belt
*Military Belt
Line 11: Line 11:
*Syndicate Playing Cards
*Syndicate Playing Cards
*Syndicate Surplus Crate
*Syndicate Surplus Crate


== Highly Visible and Dangerous Weapons ==
== Highly Visible and Dangerous Weapons ==
Line 22: Line 21:
| foundin = Ordered via syndicate uplink, costs 11 telecrystals.
| foundin = Ordered via syndicate uplink, costs 11 telecrystals.
| usedfor = Being the twisted firestarter.
| usedfor = 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.
| strategy = Better utilized for crowd control in tight quarters, the flamethrower serves as an area-of-denial weapon or to deal with large clusters of hostile targets.
| description = 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.
| description = 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' Mag-Fed Shotgun ===
=== 'Bulldog' Shotgun ===
{{Item
{{Item
| bgcolor1 = #ffd0d0
| bgcolor1 = #ffd0d0
Line 32: Line 31:
| name = 'Bulldog' Shotgun
| name = 'Bulldog' Shotgun
| image = GunBulldog.png
| image = GunBulldog.png
| foundin = Found around the Nuke Ops Station.
| foundin = Found on the Nuclear Operative shuttle.
| usedfor = Putting big holes to Nanotransen Crew
| usedfor = Putting holes to Nanotrasen personnel.
| strategy = This compact shotgun is specialized for combat in narrow corridors. Use it if you found to be cheap on your operation.
| strategy = This compact shotgun is specialized for combat in narrow corridors. It can be loaded with slugs, buckshot, dragon's breath, or taser shot. An all-around general purpose weapon.
| description = 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.
| description = 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.
}}
}}


Line 45: Line 44:
| image = GunC-20r.png
| image = GunC-20r.png
| foundin = Ordered via syndicate uplink, costs 14 telecrystals.
| foundin = Ordered via syndicate uplink, costs 14 telecrystals.
| usedfor = Killing that pesky Nanotrasen crew.
| usedfor = Providing short bursts of sustained fire.
| 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.
| strategy = A submachine gun ideal for short to medium range, capable of firing in three round bursts or semi-automatic it provides greater stopping power than the Stetchkin Pistol or Bulldog Shotgun.
| description = 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.
| description = A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine, and is compatible with suppressors. One round from this gun deals 20 brute damage as well as 65 stamina damage.
}}
}}


Line 57: Line 56:
| image = GunM-90gl.png
| image = GunM-90gl.png
| foundin = Ordered via syndicate uplink, costs 18 telecrystals.
| foundin = Ordered via syndicate uplink, costs 18 telecrystals.
| usedfor = REALLY killing that pesky Nanotrasen crew.
| usedfor = Crowd control and medium to long-ranged combat.
| 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.
| strategy = A step up from the C-20r Submachine Gun, this M-90gl Carbine has greater stopping power and a larger magazine capacity. An ideal weapon for medium to long range, the M-90gl is capable of effectively stopping targets in as little as two bursts. The underslung 40mm grenade launcher is ideal for dealing with crowds, or enemies behind cover. It is inferior to the C-20r Submachine Gun is close-quarters due to its inability to deal stamina damage.
| description = 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.
| description = A three-round burst 5.56 toploading carbine, designated 'M-90gl' with an attached underbarrel grenade launcher which can be toggled on and off. Unlike the C-20r SMG, it does not deal stamina damage but boasts an effective 35 brute damage per shot.
}}
}}


Line 69: Line 68:
| image = GunL6.png
| image = GunL6.png
| foundin = Ordered via syndicate uplink, costs 40 telecrystals.
| foundin = Ordered via syndicate uplink, costs 40 telecrystals.
| usedfor = REALLY Killing that pesky Nanotrasen crew and you don't feel like aiming much.  Also for people who like to be stunned and killed.
| usedfor = Suppressive fire and crowd control.
| 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.
| strategy = The L6 SAW is a fully automatic machine-gun that fires in three-round bursts and is capable of killing targets in as little as one burst. Due to its size it requires two-hands to effectively wield, and is an ideal weapon in at any range due to its tremendous stopping power. Due to requiring a free hand, it is often best to pair this weapon with an adrenal implant.
| description = 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. You need your other hand free or it will pop out of your hands when you fire it.
| description = 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 60 brute damage per shot, meaning a single burst is often enough to dispatch even armoured targets. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil.
}}


=== Sarin Gas Grenades ===
=== Sarin Gas Grenades ===
Line 82: Line 80:
| foundin = Ordered via syndicate uplink, costs 15 telecrystals.
| foundin = Ordered via syndicate uplink, costs 15 telecrystals.
| usedfor = Chemical warfare.
| usedfor = 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.
| strategy = Throw in the general direction of your opponents. The ensuing gas cloud should be enough to deter any unprotected attackers and can outright kill the ones dumb enough to charge through it.
| description = 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.
| description = 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.
}}
}}


Line 93: Line 91:
| image = Viscerator.gif
| image = Viscerator.gif
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
| usedfor = Causing chaos.
| usedfor = Crowd control.
| 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.
| strategy = Deploy this near a populated area and force the crew to deal with the viscerators while you continue on with your plan. While viscerators are not strong on their own, unwitting Nanotrasen personnel can be caught off guard in close-quarters and effectively dispatched.
| description = 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.
| description = 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, multiple viscerators can occupy a single location which can make them deadly in close-quarters scenarios.
}}
}}


Line 105: Line 103:
| image = Syndiborg.png
| image = Syndiborg.png
| foundin = Ordered via syndicate uplink, costs 50 telecrystals.
| foundin = Ordered via syndicate uplink, costs 50 telecrystals.
| usedfor = Exterminate.
| usedfor = Additional combat or medical support in the field.
| 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.
| strategy = Often used to supplement a team of operatives, Cyborgs can come in either a medical or combat format. Medical borgs are equipped with a hypospray capable of healing all damage types, nanopaste to fix other cyborgs, and a full suite of surgical tools. Combat borgs are equipped with a single-shot L6, an e-sword, a 40mm grenade launcher, and a cryptographic sequencer.
| description = 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.
| description = 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.
}}
}}
Line 117: Line 115:
| image = DarkGygax.png
| image = DarkGygax.png
| foundin = Ordered via syndicate uplink, costs 90 telecrystals.
| foundin = Ordered via syndicate uplink, costs 90 telecrystals.
| usedfor = Destruction.
| usedfor = Supporting other operatives and providing crowd control.
| 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.
| 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 a lot of the heavy lifting on the mission.
| description = 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.
| description = 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.
}}
}}


Line 129: Line 127:
| image = Mauler.png
| image = Mauler.png
| foundin = Ordered via syndicate uplink, costs 140 telecrystals.
| foundin = Ordered via syndicate uplink, costs 140 telecrystals.
| usedfor = Complete and Utter Destruction.
| usedfor = Carving a bloody swathe through Nanotrasen facilities.
| 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.
| strategy = A heavy-hitting exosuit, the mauler is best used on the front-lines. It's LMG provides firepower at medium to long ranges, while it's scattershot launcher provides excellent firepower at short to medium ranges. It's attached missile rack provides options for large crowds or targets behind cover.
| description = 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.
| description = 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.
}}
}}


Line 141: Line 139:
| image = FoamSubmachineGun.png
| image = FoamSubmachineGun.png
| foundin = Ordered via syndicate uplink, costs 5 telecrystals.
| foundin = Ordered via syndicate uplink, costs 5 telecrystals.
| usedfor = PEW PEW PEW
| usedfor = Non-lethally disabling targets.
| 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.
| strategy = 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.
| description = 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.
| description = A modified C-20r sub machine gun with a 20 dart magazine. The darts do no lasting damage, but apply 25 stamina damage per hit.
}}
}}


Line 153: Line 151:
| image = FoamMachineGun.png
| image = FoamMachineGun.png
| foundin = Ordered via syndicate uplink, costs 10 telecrystals.
| foundin = Ordered via syndicate uplink, costs 10 telecrystals.
| usedfor = PEW PEW PEW PEW PEW
| usedfor = Non-lethally disabling targets.
| 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.
| strategy = 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.
| description = 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.
| description = A modified L6 machine gun fitted to fire from a magazine containing 50 riot-grade foam darts. The darts do no lasting damage, but apply 25 stamina damage per hit.
}}
}}


Line 166: Line 164:
| image = Syringes.png
| image = Syringes.png
| foundin = Ordered via syndicate uplink, costs 6 telecrystals.
| foundin = Ordered via syndicate uplink, costs 6 telecrystals.
| usedfor = Shutting up annoying hostages.
| usedfor = Bioterrorism.
| 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.  
| 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.  
| description = 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.
| description = 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.
}}
}}


Line 179: Line 177:
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the shotgun.
| usedfor = 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.
| strategy = 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.
| description = An additional 8-round buckshot magazine for use in the Bulldog shotgun. Front towards enemy. Each pellet in a shell deals 15 brute damage.
| description = An additional 8-round buckshot magazine for use in the Bulldog shotgun. Each pellet in a shell deals 15 brute damage.
}}
}}


Line 191: Line 189:
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the shotgun.
| usedfor = 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.
| strategy = High damage slugs capable of quickly taking down even the most armoured of targets.
| description = 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.
| description = An additional 8-round slug magazine for use in the Bulldog shotgun. Each shell is capable of doing 60 brute damage.
}}
}}


Line 203: Line 201:
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| usedfor = Ammo for the shotgun.
| usedfor = 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.
| strategy = Capable of subduing your target, this weapon is best used in combination with another. Incapacitate your target, and then finish them off with something else.
| description = 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.
| description = 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.
}}
}}


Line 215: Line 213:
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the shotgun.
| usedfor = 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.
| strategy = Useful for crowd control, these shells ignite immediately ignite your target upon contact.
| description = 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.
| description = 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.
}}
}}
Line 228: Line 226:
| usedfor = Ammo for the shotgun.
| usedfor = 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.
| 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.
| description = 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.
| description = 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.
}}
}}


Line 238: Line 236:
| image = Ammo_45.png
| image = Ammo_45.png
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the C-20r submachine gun.
| usedfor = Ammo for the C-20r Submachine Gun.
| strategy = Order in conjunction with the C-20r.
| strategy = Additional ammunition for the C-20r Submachine Gun. It's advised to buy a few spare magazines.
| description = An additional 20 round magazine for the [[Nuclear Agent Items#C-20r_Submachine_Gun|C-20r]]. Each round deals 20 brute damage and 65 stamina damage.
| description = An additional 20 round magazine for the [[Nuclear Agent Items#C-20r_Submachine_Gun|C-20r]]. Each round deals 20 brute damage and 65 stamina damage.
}}
}}
Line 251: Line 249:
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the M-90gl carbine.
| usedfor = Ammo for the M-90gl carbine.
| strategy = Order in conjunction with the M-90gl.
| strategy = Additional ammunition for the M-90gl Carbine. It's advised to buy a few spare magazines.
| description = An additional 30 round magazine for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each round deals 35 brute damage.
| description = An additional 30 round magazine for the [[Nuclear Agent Items#M-90gl_Carbine|M-90gl]]. Each round deals 35 brute damage.
}}
}}
Line 263: Line 261:
| foundin = Ordered via syndicate uplink, costs 4 telecrystals.
| foundin = Ordered via syndicate uplink, costs 4 telecrystals.
| usedfor = Ammo for the M-90gl carbine grenade launcher attachment.
| usedfor = Ammo for the M-90gl carbine grenade launcher attachment.
| strategy = Order in conjunction with the M-90gl.
| strategy = Additional ammunition for the M-90gl Carbine's under barrel grande launcher.
| description = An additional 4 grenade launcher rounds for the [[Nuclear Agent Items#M-90gl_Carbine|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.
| description = An additional 4 grenade launcher rounds for the [[Nuclear Agent Items#M-90gl_Carbine|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.
}}
}}


Line 275: Line 273:
| foundin = Ordered via syndicate uplink, costs 12 telecrystals.
| foundin = Ordered via syndicate uplink, costs 12 telecrystals.
| usedfor = Ammo for the L6 LMG.
| usedfor = Ammo for the L6 LMG.
| strategy = Order in conjunction with the L6 LMG.
| strategy = Additional ammunition for the L6 SAW. One spare magazine is usually enough for even prolonged missions.
| description = An additional 50 round magazine for the [[Nuclear Agent Items#L6_Squad_Automatic_Weapon|L6]]. Each round deals 60 brute damage.
| description = An additional 50 round magazine for the [[Nuclear Agent Items#L6_Squad_Automatic_Weapon|L6]]. Each round deals 60 brute damage.
}}
}}
Line 287: Line 285:
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| foundin = Ordered via syndicate uplink, costs 2 telecrystals.
| usedfor = Ammo for the toy guns.  
| usedfor = Ammo for the toy guns.  
| strategy = Order in conjunction with a toy weapon which uses foam dart ammo.
| strategy = Additional ammunition for the Toy Sumbachine Gun and Toy LMG.
| description = This ammo box contains 40 additional riot foam darts which can be used to load the [[Nuclear Agent Items#Toy_Submachine_Gun|toy submachine gun]] or the [[Nuclear Agent Items#Toy_Machine_Gun|toy machine gun]]. The darts do no lasting damage but do cause 25 stamina damage each.
| description = This ammo box contains 40 additional riot foam darts which can be used to load the [[Nuclear Agent Items#Toy_Submachine_Gun|toy submachine gun]] or the [[Nuclear Agent Items#Toy_Machine_Gun|toy machine gun]]. The darts do no lasting damage but do cause 25 stamina damage each.
}}
}}
Line 300: Line 298:
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
| foundin = Ordered via syndicate uplink, costs 8 telecrystals.
| usedfor = Superb protection and space travel.
| usedfor = 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.
| strategy = A hardsuit ideal for syndicate operations. It provides greater protection, along with fire immunity. It's fire immunity makes it ideal for use with the Flamethrower, Atmos Grenades, and Dragon's Breath shotgun rounds.
| description = 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.
| description = The elite Syndicate hardsuit is worn by elite Syndicate operatives. Features greater armouring to its traditional counterpart along with extensive fireproofing. The combat mode enables greater mobility at the cost of sacrificing space-proofing. Nanotrasen crewmembers are trained to report red space suit sightings; these suits in particular are known to drive employees into a panic.
}}
}}


Line 312: Line 310:
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| usedfor = Staying upright in zero-gravity environments.
| usedfor = Staying upright in zero-gravity environments.
| strategy = These magboots were made for walking, and that's just what they'll do.
| strategy = Necessary when operating in the voids of space or the ruptured interior of a Nanotrasen facility.
| description = 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.
| description = 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.
}}
}}
Line 334: Line 332:
| name = Energy Shield
| name = Energy Shield
| image = Eshield.gif
| image = Eshield.gif
| foundin = Ordered via syndicate uplink, costs 16 telecrystals. Be aware that the Deathsquad may also have this shield too.
| foundin = Ordered via syndicate uplink, costs 16 telecrystals.
| usedfor = Blocking and defending attacks. Neccesity for winning warops.
| usedfor = Blocking and defending energy-based projectiles.
| 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.
| strategy = Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is largely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it.
| description = 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.
| description = A personal shield projector that can be toggled on and off. While on it will prevent you from being disarmed, deflect energy projectiles, and have a small chance to stop ballistics and melee weapons.
}}
}}


Line 360: Line 358:
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| foundin = Ordered via syndicate uplink, costs 3 telecrystals.
| usedfor = Synchronizing syndicate bomb detonations.
| usedfor = 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.
| strategy = Best paired with multiple syndicate bombs, the detonator can create synchronized and immediate explosions.
| description = A very simple looking button. Simply push it once all operatives are clear of the blast radius to detonate all active bombs.
| description = Activating this will set off all currently planted Syndicate Bombs in five seconds.
}}
}}


=== Assault Pod Targetting Device ===
=== Assault Pod Targeting Device ===
{{Item
{{Item
| bgcolor1 = #ffd0d0
| bgcolor1 = #ffd0d0
Line 373: Line 371:
| usedfor = Highly aggressive boarding of ships.
| usedfor = 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.
| 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.
| description = 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.
| description = 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 meaning your team must find another way back off station.
}}
}}


Line 384: Line 382:
| foundin = Ordered via syndicate uplink, costs 40 telecrystals.
| foundin = Ordered via syndicate uplink, costs 40 telecrystals.
| usedfor = Warping onto the Nanotrasen ship.
| usedfor = 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.
| 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. The Syndicate teleport does not require calibration once a target is locked.
| description = 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.
| description = A printed circuit board that completes the teleporter on-board the mothership.
}}
}}


Line 398: Line 396:
| usedfor = Seeing enemies and other living creatures through walls.
| usedfor = 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.
| 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 effective option.
| 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.
}}
}}



Revision as of 23:45, 4 September 2017

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
  • Military Belt
  • No-slip Syndicate Shoes
  • Sleepy Pen
  • Syndicate Bundle
  • Syndicate Playing Cards
  • Syndicate Surplus Crate

Highly Visible and Dangerous Weapons

Flamethrower

Flamethrower
File:Flamethrower.png Found in: Ordered via syndicate uplink, costs 11 telecrystals.
Used for: Being the twisted firestarter.
Strategy: Better utilized for crowd control in tight quarters, the flamethrower serves as an area-of-denial weapon or to deal with large clusters of hostile targets.
Description

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

'Bulldog' Shotgun
GunBulldog.png Found in: Found on the Nuclear Operative shuttle.
Used for: Putting holes to Nanotrasen personnel.
Strategy: This compact shotgun is specialized for combat in narrow corridors. It can be loaded with slugs, buckshot, dragon's breath, or taser shot. An all-around general purpose weapon.
Description

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.

C-20r Submachine Gun

C-20r Submachine Gun
GunC-20r.png Found in: Ordered via syndicate uplink, costs 14 telecrystals.
Used for: Providing short bursts of sustained fire.
Strategy: A submachine gun ideal for short to medium range, capable of firing in three round bursts or semi-automatic it provides greater stopping power than the Stetchkin Pistol or Bulldog Shotgun.
Description

A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine, and is compatible with suppressors. One round from this gun deals 20 brute damage as well as 65 stamina damage.

M-90gl Carbine

M-90gl Carbine
GunM-90gl.png Found in: Ordered via syndicate uplink, costs 18 telecrystals.
Used for: Crowd control and medium to long-ranged combat.
Strategy: A step up from the C-20r Submachine Gun, this M-90gl Carbine has greater stopping power and a larger magazine capacity. An ideal weapon for medium to long range, the M-90gl is capable of effectively stopping targets in as little as two bursts. The underslung 40mm grenade launcher is ideal for dealing with crowds, or enemies behind cover. It is inferior to the C-20r Submachine Gun is close-quarters due to its inability to deal stamina damage.
Description

A three-round burst 5.56 toploading carbine, designated 'M-90gl' with an attached underbarrel grenade launcher which can be toggled on and off. Unlike the C-20r SMG, it does not deal stamina damage but boasts an effective 35 brute damage per shot.

L6 Squad Automatic Weapon

{{Item | bgcolor1 = #ffd0d0 | bgcolor2 = #ff8888 | name = L6 Squad Automatic Weapon | image = GunL6.png | foundin = Ordered via syndicate uplink, costs 40 telecrystals. | usedfor = Suppressive fire and crowd control. | strategy = The L6 SAW is a fully automatic machine-gun that fires in three-round bursts and is capable of killing targets in as little as one burst. Due to its size it requires two-hands to effectively wield, and is an ideal weapon in at any range due to its tremendous stopping power. Due to requiring a free hand, it is often best to pair this weapon with an adrenal implant. | description = 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 60 brute damage per shot, meaning a single burst is often enough to dispatch even armoured targets. It requires two hands to appropriately wield, and holding something in your other hand will cause you to drop the weapon due to recoil.

Sarin Gas Grenades

Sarin Gas Grenades
GrenadeTabun.png Found in: Ordered via syndicate uplink, costs 15 telecrystals.
Used for: Chemical warfare.
Strategy: Throw in the general direction of your opponents. The ensuing gas cloud should be enough to deter any unprotected attackers and can outright kill the ones dumb enough to charge through it.
Description

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

Viscerator Delivery Grenade
Viscerator.gif Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Crowd control.
Strategy: Deploy this near a populated area and force the crew to deal with the viscerators while you continue on with your plan. While viscerators are not strong on their own, unwitting Nanotrasen personnel can be caught off guard in close-quarters and effectively dispatched.
Description

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, multiple viscerators can occupy a single location which can make them deadly in close-quarters scenarios.

Syndicate Cyborg

Syndicate Cyborg
Syndiborg.png Found in: Ordered via syndicate uplink, costs 50 telecrystals.
Used for: Additional combat or medical support in the field.
Strategy: Often used to supplement a team of operatives, Cyborgs can come in either a medical or combat format. Medical borgs are equipped with a hypospray capable of healing all damage types, nanopaste to fix other cyborgs, and a full suite of surgical tools. Combat borgs are equipped with a single-shot L6, an e-sword, a 40mm grenade launcher, and a cryptographic sequencer.
Description

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

Gygax Exosuit
DarkGygax.png Found in: Ordered via syndicate uplink, costs 90 telecrystals.
Used for: Supporting other operatives and providing crowd control.
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 a lot of the heavy lifting on the mission.
Description

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

Mauler Exosuit
Mauler.png Found in: Ordered via syndicate uplink, costs 140 telecrystals.
Used for: Carving a bloody swathe through Nanotrasen facilities.
Strategy: A heavy-hitting exosuit, the mauler is best used on the front-lines. It's LMG provides firepower at medium to long ranges, while it's scattershot launcher provides excellent firepower at short to medium ranges. It's attached missile rack provides options for large crowds or targets behind cover.
Description

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.

Toy Submachine Gun

Donksoft SMG
FoamSubmachineGun.png Found in: Ordered via syndicate uplink, costs 5 telecrystals.
Used for: Non-lethally disabling targets.
Strategy: 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.
Description

A modified C-20r sub machine gun with a 20 dart magazine. The darts do no lasting damage, but apply 25 stamina damage per hit.

Toy Machine Gun

Donksoft LMG
FoamMachineGun.png Found in: Ordered via syndicate uplink, costs 10 telecrystals.
Used for: Non-lethally disabling targets.
Strategy: 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.
Description

A modified L6 machine gun fitted to fire from a magazine containing 50 riot-grade foam darts. The darts do no lasting damage, but apply 25 stamina damage per hit.

Ammunition

Box of Bioterror Syringes

Box of Bioterror Syringes
Syringes.png Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Bioterrorism.
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.
Description

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

Drum Magazine - 12g Buckshot
Shotgun shell red.png Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Ammo for the shotgun.
Strategy: 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.
Description

An additional 8-round buckshot magazine for use in the Bulldog shotgun. Each pellet in a shell deals 15 brute damage.

Drum Magazine - 12g Slugs

Drum Magazine - 12g Slugs
Shotgun shell white.png Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Ammo for the shotgun.
Strategy: High damage slugs capable of quickly taking down even the most armoured of targets.
Description

An additional 8-round slug magazine for use in the Bulldog shotgun. Each shell is capable of doing 60 brute damage.

Drum Magazine - 12g Stun Slug

Drum Magazine - 12g Stun Slug
File:Stun Shell.png Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Ammo for the shotgun.
Strategy: Capable of subduing your target, this weapon is best used in combination with another. Incapacitate your target, and then finish them off with something else.
Description

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

Drum Magazine - 12g Dragon's Breath
File:Dragonsbreath Shell.png Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Ammo for the shotgun.
Strategy: Useful for crowd control, these shells ignite immediately ignite your target upon contact.
Description

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.

Ammo Duffelbag - Shotgun Ammo Grab Bag

Ammo Duffelbag - Shotgun Ammo Grab Bag
DuffleSyndiShotgun.png 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.
Description

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

Magazine - .45
Ammo 45.png Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Ammo for the C-20r Submachine Gun.
Strategy: Additional ammunition for the C-20r Submachine Gun. It's advised to buy a few spare magazines.
Description

An additional 20 round magazine for the C-20r. Each round deals 20 brute damage and 65 stamina damage.

Toploader Magazine - 5.56

Toploader Magazine - 5.56
Ammo 556.png Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Ammo for the M-90gl carbine.
Strategy: Additional ammunition for the M-90gl Carbine. It's advised to buy a few spare magazines.
Description

An additional 30 round magazine for the M-90gl. Each round deals 35 brute damage.

Ammo Box - 40mm grenades

Ammo Box - 40mm grenades
Ammo 40mm.png Found in: Ordered via syndicate uplink, costs 4 telecrystals.
Used for: Ammo for the M-90gl carbine grenade launcher attachment.
Strategy: Additional ammunition for the M-90gl Carbine's under barrel grande launcher.
Description

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

Box Magazine - 5.56x45mm
Ammo 762.png Found in: Ordered via syndicate uplink, costs 12 telecrystals.
Used for: Ammo for the L6 LMG.
Strategy: Additional ammunition for the L6 SAW. One spare magazine is usually enough for even prolonged missions.
Description

An additional 50 round magazine for the L6. Each round deals 60 brute damage.

Box of Riot Darts

ammo box (Foam Darts)
FoamRiotDarts.png Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Ammo for the toy guns.
Strategy: Additional ammunition for the Toy Sumbachine Gun and Toy LMG.
Description

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.

Devices and Tools

Elite Syndicate Hardsuit

Elite Syndicate Hardsuit
Elite Syndi Hardsuit.png Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Superb protection and space travel.
Strategy: A hardsuit ideal for syndicate operations. It provides greater protection, along with fire immunity. It's fire immunity makes it ideal for use with the Flamethrower, Atmos Grenades, and Dragon's Breath shotgun rounds.
Description

The elite Syndicate hardsuit is worn by elite Syndicate operatives. Features greater armouring to its traditional counterpart along with extensive fireproofing. The combat mode enables greater mobility at the cost of sacrificing space-proofing. Nanotrasen crewmembers are trained to report red space suit sightings; these suits in particular are known to drive employees into a panic.

Blood-Red Magboots

Syndicate Combat Medic Kit
Syndi Magboots.png Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Staying upright in zero-gravity environments.
Strategy: Necessary when operating in the voids of space or the ruptured interior of a Nanotrasen facility.
Description

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

Medbeam Gun
GunMedbeam.png 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.
Description

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

Energy Shield
File:Eshield.gif Found in: Ordered via syndicate uplink, costs 16 telecrystals.
Used for: Blocking and defending energy-based projectiles.
Strategy: Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is largely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it.
Description

A personal shield projector that can be toggled on and off. While on it will prevent you from being disarmed, deflect energy projectiles, and have a small chance to stop ballistics and melee weapons.

Syndicate Combat Medic Kit

Syndicate Combat Medic Kit
Syndikit.png 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.
Description

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.

Syndicate Detonator

Syndicate Detonator
SyndiDetonator.png Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Synchronizing syndicate bomb detonations.
Strategy: Best paired with multiple syndicate bombs, the detonator can create synchronized and immediate explosions.
Description

Activating this will set off all currently planted Syndicate Bombs in five seconds.

Assault Pod Targeting Device

Assault Pod Targetting Device
AssaultPodTargeter.png 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.
Description

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 meaning your team must find another way back off station.

Teleporter Circuit Board

Teleporter Circuit Board
File:CircuitboardTele.png 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. The Syndicate teleport does not require calibration once a target is locked.
Description

A printed circuit board that completes the teleporter on-board the mothership.

Implants

Thermal Vision Implant

Thermal Vision Implant
AutoImplanter.png 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
AutoImplanter.png 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
AutoImplanter.png 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.

Reviver Implant

Reviver Implant
AutoImplanter.png 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.

Cybernetic Implants Bundle

Cybernetic Implants Bundle
SyndicateImplantBox.png 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
BombImplant.png 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
BombImplant.png 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.