Nuclear Agent Items

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Revision as of 00:01, 9 January 2016 by Paranoid sofa (talk | contribs) (Many many things for killing people with. I'll properly link this to the Ops page and Syndicate Items later tonight)
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The 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 here.

Items Not Available to Nuclear Operatives:

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


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: 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.
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.

C-20r Submachine Gun

C-20r Submachine Gun
GunC-20r.png Found in: Ordered via syndicate uplink, costs 14 telecrystals.
Used for: Killing that pesky Nanotrasen crew.
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.
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.

M-90gl Carbine

M-90gl Carbine
GunM-90gl.png Found in: Ordered via syndicate uplink, costs 18 telecrystals.
Used for: REALLY killing that pesky Nanotrasen crew.
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.
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.

L6 Squad Automatic Weapon

L6 Squad Automatic Weapon
GunL6.png Found in: Ordered via syndicate uplink, costs 40 telecrystals.
Used for: REALLY Killing that pesky Nanotrasen crew and you don't feel like aiming much.
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.
Description

A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 7.62x51mm ammunition. The L6 deals a brutal 60 damage per shot, meaning three shots from this will take down even most armored opponents.

Tabun Gas Grenades

Tabun 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 ensueing 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 Tabun, 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. Tabun gas has several effects, including paralysis, toxin damage, suffocation damage, and forcing the target to drop what they are holding. If left untreated, tabun gas can be lethal.

Viscerator Delivery Grenade

Viscerator Delivery Grenade
Viscerator.gif Found in: Ordered via syndicate uplink, costs 8 telecrystals.
Used for: Causing chaos.
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.
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.

Syndicate Cyborg

Syndicate Cyborg
Syndiborg.png Found in: Ordered via syndicate uplink, costs 50 telecrystals.
Used for: Exterminate.
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.
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: Destruction.
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.
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.

Mauler Exosuit

Mauler Exosuit
Mauler.png Found in: Ordered via syndicate uplink, costs 140 telecrystals.
Used for: Complete and Utter Destruction.
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.
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.

Ammunition

Box of Bioterror Syringes

Box of Bioterror Syringes
Syringes.png Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Shutting up annoying hostages.
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 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.
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.

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: 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.
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.

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: When this shell connect with a Nanotrasen crew member, it will momentairly incapacitate them, giving you time to finish them off with another weapon.
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.

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: 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.
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 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.

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: Order in conjunction with the C-20r.
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: Order in conjunction with the M-90gl.
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: Order in conjunction with the M-90gl.
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 shell does not hit them directly.

Box Magazine - 7.62x51mm

Box Magazine - 7.62x51mm
Ammo 762.png Found in: Ordered via syndicate uplink, costs 12 telecrystals.
Used for: Ammo for the L6 LMG.
Strategy: Order in conjunction with the L6 LMG.
Description

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

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: 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.
Description

The elite Syndicate hardsuit is worn by only the best nuclear agents. Features much better armoring and complete fireproofing, as well as a built in jetpack. When the built in helmet is deployed your identity will be protected, even in death, as the suit cannot be removed by outside forces. 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.

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: These magboots were made for walking, and that's just what they'll do.
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
Eshield.png Found in: Ordered via syndicate uplink, costs 16 telecrystals.
Used for: Blocking.
Strategy: The energy shield greatly increases an operative's ability to survive. The shield can be active in one hand while firing a weapon with the other.
Description

An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.

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: Activating this will set off all currently planted Syndicate Bombs, which can be handly when trying to coordinate attacks from multiple fronts.
Description

A very simple looking button. Simply push it once all operatives are clear of the blast radius to detonate all active bombs.

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.
Description

A printed circuit board that completes the teleporter onboard the mothership. Advise you test fire the teleporter before entering it, as malfunctions can occur.