Difference between revisions of "Nuclear Agent Items"

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| 15
| 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.
| 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<br>[[File:Assaultbelt.png]]
| 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<br>[[File:Syndiborg.png]]
! Syndicate Cyborg<br>[[File:Syndiborg.png]]

Revision as of 20:16, 28 December 2018

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This article or section is a Work in Progress.
Assigned to:
Shadeykins
Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.

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.png Energy Crossbow
  • Combathypo.gif Holoparasite
  • Scroll1.png Martial Arts Scroll
  • Traitorbelt.gif Traitor Belt
  • SyndicateShoes.png No-Slip Syndicate Shoes
  • Pen.png Sleepy Pen
  • SyndicateBox.png Syndicate Bundle
  • Syndicate Playing Cards.png Syndicate Playing Cards
  • GrayCrate.png 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
GunBulldog.png
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
GunC-20r.png
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
GunM-90gl.png
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
GunL6.png
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
GunSniper.png
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
FoamSubmachineGun.png
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
FoamMachineGun.png
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
Clustergrenade.png
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
GrenadeTabun.png
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
Viscerator.gif
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
Assaultbelt.png
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
Syndiborg.png
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
DarkGygax.png
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
Mauler.png
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
Syringes.png
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
File:BulldogBuck.png
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
File:BulldogSlugs.png
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
BulldogStun.png
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
BulldogFire.png
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
DuffleSyndiShotgun.png
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
Ammo 45.png
2 TC Brute
Stamina
20
65
An additional 20 round magazine for the C-20r Submachine Gun.
Toploader Magazine - 5.56
Ammo 556.png
2 TC Brute 35 An additional 30 round magazine for the M-90gl.
Ammo Box - 40mm Grenades
Ammo 40mm.png
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
Ammo 762.png
12 TC Brute 60 An additional 50 round magazine for the L6-SAW.
Box of Riot Darts
FoamRiotDarts.png
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
Ammo 50cal.png
4 TC Brute 70 An additional 6 round magazine for the Sniper Rifle. Headshots will kill a target instantly.
.50 Soporific Magazine
Ammo 50cals.png
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
Ammo 50calh.png
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
Ammo 50cal.png
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.

Devices and Tools

Blood-Red Hardsuit

Blood-Red Hardsuit
Syndi Hardsuit.png Found in: Found on the Nuclear Operative shuttle.
Used for: Moderate protection and space travel.
Strategy: The basic syndicate hardsuit. Provides decent protection against laser fire, and modest protection against ballistics. While it is space-proof, it is not fire proof.
Description

The feared suit of a syndicate nuclear agent. Nanotrasen personnel are trained to report Syndicate space suit sightings and this suit is the one largely associated with nuclear operatives.

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 Syndicate space suit sightings; these suits in particular are known to drive employees into a panic.

Shielded Syndicate Hardsuit

Shielded Syndicate Hardsuit
Syndi Hardsuit.png Found in: Ordered via syndicate uplink, costs 30 telecrystals.
Used for: Deflecting ballistics and laser fire.
Strategy: A hardsuit ideal for operations where you're expecting to be shot at. A lot. While it doesn't provide fire-immunity, it's ability to outright block projectiles gives an edge against enemies utilizing ballistic weapons. It's best paired with the judicious use of tactical retreats, as it can only block three shots in short succession before needing to recharge. The shielded hardsuit can be paired with an energy shield or double energy-sword for greater efficacy.
Description

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.

Blood-Red Magboots

Blood-Red Magboots
Syndi Magboots.png Found in: Found on the Nuclear Operative shuttle.
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.

Advanced Blood-Red Magboots

Advanced Blood-Red Magboots
Syndi Magboots.png Found in: Ordered via syndicate uplink, costs 3 telecrystals.
Used for: Staying upright in zero-gravity environments without losing speed.
Strategy: Become immune to banana skins, wet tiles and hull breaches, all without slowing down.
Description

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 X-4

Plastic Explosives
X4.png Found in: Ordered via syndicate uplink, costs 2 telecrystals.
Used for: Blowing stuff up.
Strategy: Plant it on the opposite side of the wall the Captain is hiding behind and laugh to yourself.
Description

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

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 completely 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 deflect all energy projectiles without fail, as well as being about as useful as a riot shield in melee combat. Be careful about using this when declaring war, as most of the crew will be armed with combat shotguns at that point, making this somewhat useless.

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 Targeting Device
AssaultPodTargeter.png Found in: Ordered via syndicate uplink, costs 30 telecrystals.
Used for: Space Marine Roleplay and aggressive boarding of hostile 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 20 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. 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
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. 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
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. 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
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. 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.