Difference between revisions of "Nuclear Agent Items"
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AzuleUtama (talk | contribs) (Adds support and exosuits, moves relevant items into it. Adds reinforcement operative.) |
(→Devices and Tools: added vtec as with https://github.com/ParadiseSS13/Paradise/pull/14785) |
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| Brute<br>Stamina | | Brute<br>Stamina | ||
| 20<br>65 | | 20<br>65 | ||
| A fully-loaded Scarborough Arms bullpup submachine gun that fires .45 rounds, boasts a 20-round magazine | | 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<br>[[File:GunM-90gl.png]] | ! M-90gl Carbine<br>[[File:GunM-90gl.png]] | ||
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! Gygax Exosuit<br>[[File:DarkGygax.png]] | ! Gygax Exosuit<br>[[File:DarkGygax.png]] | ||
| 90 TC | | 90 TC | ||
| A mech for | | 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 | | 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. | ||
|- | |- | ||
! Mauler Exosuit<br>[[File:Mauler.png]] | ! Mauler Exosuit<br>[[File:Mauler.png]] | ||
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== Stealthy and Inconspicuous Weapons == | == Stealthy and Inconspicuous Weapons == | ||
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | {| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | ||
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | |- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | ||
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|- | |- | ||
! CQC Manual <br> [[File:cqcmanual.png]] | ! CQC Manual <br> [[File:cqcmanual.png]] | ||
| | | 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. | |||
|- | |||
! Rapid Syringe Gun <br> [[File:Syringegun.png]] | |||
| 4 TC | |||
| Variable | | Variable | ||
| Variable | | Variable | ||
| A | | 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. | ||
|- | |||
|} | |} | ||
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|- | |- | ||
! Box of Bioterror Syringes<br>[[File:Syringes.png]] | ! Box of Bioterror Syringes<br>[[File:Syringes.png]] | ||
| | | 5 TC | ||
| Chemical | | Chemical | ||
| Variable | | Variable | ||
| A box | | A box of 7 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. Like all syringes, these will not pierce hardsuits. | ||
|- | |- | ||
! Drum Magazine - 12g Buckshot<br>[[File:BulldogAmmo.png]] | ! Drum Magazine - 12g Buckshot<br>[[File:BulldogAmmo.png]] | ||
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| Making several big holes in the station. | | Making several big holes in the station. | ||
| A bag containing 3 packs of X4 explosive. Very useful for breaking into any rooms you're locked out of while injuring everyone inside. | | A bag containing 3 packs of X4 explosive. Very useful for breaking into any rooms you're locked out of while injuring everyone inside. | ||
|- | |||
|} | |||
== Stealth and Camouflage Items == | |||
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | |||
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | |||
| style="width: 150pt; center;" | Item | |||
| style="width: 50pt;" class="unsortable" | Cost | |||
| style="width: 200pt;" class="unsortable" | Purpose | |||
| class="unsortable" | Description | |||
|- | |||
! Honk-brand Infiltration Kit <br> [[File:FPClown.png|64px]] | |||
| 6 TC | |||
| HONK | |||
| A backpack containing the standard clown loadout, so you can put on the greatest show NT has ever seen! Also comes with a voice changer mask rather than the usual clown mask, a pair of clown magboots to assist with boarding and a comic dna injector so you'll even talk like a clown once on board. | |||
|- | |- | ||
|} | |} | ||
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| Synchronizing syndicate bomb detonations. | | Synchronizing syndicate bomb detonations. | ||
| Activating this will set off all currently planted Syndicate Bombs in five seconds. | | Activating this will set off all currently planted Syndicate Bombs in five seconds. | ||
|- | |||
! Diamond Tipped Thermal Safe Drill<br> [[File:Diamond_drill.png|64px]] | |||
| 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 <br> [[File:AssaultPodTargeter.png]] | ! Assault Pod Targeting Device <br> [[File:AssaultPodTargeter.png]] | ||
| | | 25 TC | ||
| Space Marine Roleplay and aggressive boarding of hostile ships. | | 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. | | 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. | ||
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| Warping onto the Nanotrasen ship. | | 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. | | 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 <br> [[File:Cyborg upgrade1.png|64px]] | |||
| 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. | |||
|} | |} | ||
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| This implant will lower the amount of time you are down from any stun effect. This includes being shot by disabling weaponry and being knocked down from explosions. It will reduce the stun time from being tased or baton just enough to make you impossible to be cuffed by a single individual. | | 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 <br> [[File:AutoImplanter.png]] | ! Hardened Reviver Implant <br> [[File:AutoImplanter.png]] | ||
| 8 TC | | 8 TC | ||
| Emergency healing when | | Emergency healing when in critical health. | ||
| The reviver implant will attempt to heal damage on the user should they fall | | The reviver implant will attempt to heal damage on the user should they fall into critical health. 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. Unlike the normal reviver implant, this hardened one is immune to EMP attacks. | ||
|- | |- | ||
! Microbomb Implant <br> [[File:BombImplant.png]] | ! Microbomb Implant <br> [[File:BombImplant.png]] | ||
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| Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. | | Blowing yourself up, the enemy up, and anything else remotely near you up for the glory of the Syndicate. | ||
| A final stand weapon which can be triggered manually by an operative or activates automatically upon death. 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 skedaddle. | | A final stand weapon which can be triggered manually by an operative or activates automatically upon death. 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 skedaddle. | ||
|} | |||
== Bundles == | |||
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | |||
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | |||
| style="width: 150pt; center;" | Item | |||
| style="width: 50pt;" class="unsortable" | Cost | |||
| style="width: 200pt;" class="unsortable" | Purpose | |||
| class="unsortable" | Description | |||
|- | |||
! Bulldog Bundle <br> [[File:DuffleSyndiShotgun.png]] | |||
| 9 TC | |||
| Ambushing people in darkness or around corners with close range buckshot shells. | |||
| A duffelbag that comes with the Bulldog shotgun, 2 buckshot magazines and a pair of chameleon thermal glasses, saving 3TC over buying the items separately. Keep in mind that you get a free bulldog shotgun on the shuttle, so consider whether you need the other items in this bundle before purchasing it. | |||
|- | |||
! C-20r Bundle <br> [[File:DuffleSyndiShotgun.png]] | |||
| 18 TC | |||
| Silenced suppression of multiple targets. | |||
| A duffelbag that comes with the C-20r SMG, 3 additional .45 magazines and a surplus suppressor, saving 3TC over buying the items separately. Excellent value if you plan to use the C-20r as your main weapon. | |||
|- | |||
! Medical Bundle <br> [[File:DuffleSyndiMed.png]] | |||
| 20 TC | |||
| Keeping your teammates alive. | |||
| A duffelbag that comes with the Medical beam gun, a combat medkit and a pair of blood red magboots, saving 4TC over buying the items separately. Very useful if you want to play a dedicated support role in the team. | |||
|- | |||
! Sniper Bundle <br> [[File:Briefcase.png]] | |||
| 18 TC | |||
| Being a highly professional operative. | |||
| A briefcase that comes with the Syndicate sniper rifle, 2 Soporific magazines, a surplus suppressor and an armored black suit complete with red tie, saving 5TC over buying the items separately. Geared more towards stealth operatives, the Soporific rounds will let you silence anyone who spots you to prevent early detection while the suit can be used to blend in better with the crew. | |||
|- | |||
! Cybernetic Implants Bundle <br> [[File:SyndicateImplantBox.png]] | |||
| 40 TC | |||
| Provides a variety of implants for the whole team. | |||
| 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. | |||
|- | |||
|} | |} | ||
[[Category:Objects]] | [[Category:Objects]] |
Revision as of 08:56, 1 November 2020
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. |
---|---|---|---|---|
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
Stealthy and Inconspicuous Weapons
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. |
---|---|---|---|
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. |