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| Строка 101: |
Строка 101: |
| ===Bundles=== | | ===Bundles=== |
|
| |
|
| <table style="color:black; border-radius:11px 11px 11px 11px;">
| | {|class="wikitable sortable"| style="color:black" |
| <tr>
| | !style = "background-color:#FFA420;color:black" | <abbr title="Могут ли Ядерные Оперативники купить это?">Нюкеры?</abbr> |
| <th style="background-color:#FFA420;color:black; border-radius:12px 0px 0px 0px;"><abbr title="Могут ли Ядерные Оперативники купить это?">Нюкеры?</abbr>
| | !style = "background-color:#FFA420;color:black" |Предмет |
| </th>
| | !style = "background-color:#FFA420;color:black" class="unsortable"|Иконка |
| <th style="background-color:#FFA420;color:black;">Предмет
| | !style = "background-color:#FFA420;color:black" |Цена |
| </th>
| | !class="unsortable"style = "background-color:#FFA420;color:black" |Описание |
| <th style="background-color:#FFA420;color:black;">Иконка
| | |-style = "background-color:#FFAE31" |
| </th>
| | |style="text-align:center; background-color:#FFB841;"|Нет |
| <th style="background-color:#FFA420;color:black;">Цена
| | |InteQ Drone Kit |
| </th>
| | |[[file:Inteq_box.png|64px]] |
| <th style="background-color:#FFA420;color:black;">Описание
| | |style="text-align: center;"|20 |
| </th>
| | |Вызов боевого дрона InteQ. 4 стоит сам дрон и ещё 16 ТелеКредитов скрывается в его личном аплинке. В комплекте идёт дрон, инструкция и ключ шифрования для связи с дроном. |
| <th style="background-color:#FFA420;color:black; border-radius:0px 12px 0px 0px;"> Доп. инф.
| | |-style = "background-color:#FFAE31" |
| </th></tr>
| | |style="text-align:center; background-color:#FFB841;"|Нет |
| <tr style="background-color:#FFAE31">
| | |Northstar Bundle |
| <td style="text-align:center; background-color:#FFB841;">Нет
| | |[[Файл:Syndie_box.png|64px]] |
| </td>
| | |style="text-align: center;"|20 |
| <td>InteQ Drone Kit
| | |Набор содержит хамелеон-джампсьют, намотки Северной Звезды, подкладку, которую можно нацепить на костюм, повышая класс защиты в ближнем бою и от пуль на 1. Нося перчатки, задержка между взаимодействиями с другими куклами снижается до 0.4 секунд, урон в рукопашной повышается до 15 единиц, а удары начинают наносить урон по выносливости. После того, как вы надели перчатки, их больше нельзя снять. Нося перчатки, нельзя использовать любое дальнобойное оружие. |
| </td>
| | |-style = "background-color:#FFAE31" |
| <td>[[file:inteq_box.png|64px]]
| | |style="text-align:center; background-color:#FFB841;"|Нет |
| </td>
| | |Sleeping Carp Bundle |
| <td>20
| | |[[Файл:Syndie_box.png|64px]] |
| </td>
| | |style="text-align: center;"|20 |
| <td>Вызов боевого дрона InteQ. 4 стоит сам дрон и ещё 16 ТелеКредитов скрывается в его личном аплинке. В комплекте идёт дрон, инструкция и ключ шифрования для связи с дроном.
| | |Содержит костюм спящего карпа, свиток, обучающий одноимённому боевому искусству и посох монаха. Посох монаха наносит урон выносливости и его можно взять в две руки. В двух руках наносит 24 брут-урона, в одной 10. |
| </td>
| | |-style = "background-color:#FFAE31" |
| <td>
| | |style="text-align:center; background-color:#FFB841;"|Да |
| </td></tr>
| | |Modular Pistol Kit |
| <tr style="background-color:#FFAE31">
| | |[[Файл:Briefcase.png|64px]] |
| <td style="text-align:center; background-color:#FFB841;">Нет
| | |style="text-align: center;"|12 |
| </td>
| | |Поставляется чемодан, содержащий полный костюм официанта, модульный пистолет с глушителем, содержащий магазин, ёмкостью 8 пуль, калибра 10мм, два запасных магазина, магазин с усыпляющими пулями, а также коробку с 20 усыпляющими пулями калибра 10 мм. Пистолет наносит 30 брут-урона без учёта брони. |
| <td>Northstar Bundle
| | |-style = "background-color:#FFAE31" |
| </td>
| | |style="text-align:center; background-color:#FFB841;"|Нет |
| <td>[[file:syndie_box.png|64px]]
| | |Old hero Bundle |
| </td>
| | |[[Файл:Inteq_box.png|64px]] |
| <td>20
| | |style="text-align: center;"|17 |
| </td>
| | |Содержит в себе случайный набор тематических вещей, которые помогут заскучавшим агентам найти для себя что-то новое в тактике на смену. |
| <td>Набор содержит хамелеон-джампсьют, намотки Северной Звезды, подкладку, которую можно нацепить на костюм, повышая класс защиты в ближнем бою и от пуль на 1. Нося перчатки, задержка между взаимодействиями с другими куклами снижается до 0.4 секунд, урон в рукопашной повышается до 15 единиц, а удары начинают наносить урон по выносливости. После того, как вы надели перчатки, их больше нельзя снять. Нося перчатки, нельзя использовать любое дальнобойное оружие.
| | |-style = "background-color:#FFAE31" |
| </td>
| | |style="text-align:center; background-color:#FFB841;"|Нет |
| <td>
| | |Surplus Crate |
| </td></tr>
| | |[[Файл:Crate.png|64px]] |
| <tr style="background-color:#FFAE31">
| | |style="text-align: center;"|20 |
| <td style="text-align:center; background-color:#FFB841;">Нет
| | |Содержит в себе случайные предметы из Аплинка стоимостью 50 ТелеКредитов. |
| </td>
| | |-style = "background-color:#FFAE31" |
| <td>Sleeping Carp Bundle
| | |style="text-align:center; background-color:#FFB841;"|Нет |
| </td>
| | |Super Surplus Crate |
| <td>[[file:syndie_box.png|64px]]
| | |[[Файл:Crate.png|64px]] |
| </td>
| | |style="text-align: center;"|40 |
| <td style="text-align: center;">20
| | |Содержит в себе случайные предметы из Аплинка стоимостью 125 ТелеКредитов. |
| </td>
| | |-style = "background-color:#FFAE31" |
| <td>Содержит костюм спящего карпа, свиток, обучающий одноимённому боевому искусству и посох монаха. Посох монаха наносит урон выносливости и его можно взять в две руки. В двух руках наносит 24 брут-урона, в одной 10.
| | |style="text-align:center; background-color:#FFB841;"|Да |
| </td>
| | |Renegotiate Contract |
| <td>
| | |??? |
| </td></tr>
| | |style="text-align: center;"|40 |
| <tr style="background-color:#FFAE31">
| | |Позволяет выбрать себе новые случайные цели. Может быть куплено только дважды. Старые цели не остаются задачами. |
| <td style="text-align:center; background-color:#FFB841;">Да
| | |-style = "background-color:#FFAE31" |
| </td>
| | |style="text-align:center; background-color:#FFB841;"|Да |
| <td>Modular Pistol Kit
| | |Random Item |
| </td>
| | |??? |
| <td>[[file:briefcase.png|64px]]
| | |style="text-align: center;"|40 |
| </td>
| | |Покупает случайный предмет из Аплинка.<br><blockquote> Важно, что вы заплатите '''полную цену''' за купленный предмет. Пусть вас не смущает цена в 0 ТК в Аплинке.</blockquote> |
| <td style="text-align: center;">12
| | |-style = "background-color:#FFAE31" |
| </td>
| | |style="text-align:center; background-color:#FFB841;"|Да |
| <td>Поставляется чемодан, содержащий полный костюм официанта, модульный пистолет с глушителем, содержащий магазин, ёмкостью 8 пуль, калибра 10мм, два запасных магазина, магазин с усыпляющими пулями, а также коробку с 20 усыпляющими пулями калибра 10 мм. Пистолет наносит 30 брут-урона без учёта брони.
| | |1/5/20/50 Tele Credit |
| </td>
| | |??? |
| <td>
| | |style="text-align: center;"|1/5/20/50 |
| </td></tr>
| | |Позволяет вывести сырые ТелеКредиты из аплинка. Оперативники могут вывести вплоть до 50 ТК. |
| <tr style="background-color:#FFAE31">
| | |-style = "background-color:#FFAE31" |
| <td style="text-align:center; background-color:#FFB841;">Нет
| | |style="text-align:center; background-color:#FFB841;"|Нет |
| </td>
| | |InteQ Conversion Kit |
| <td>Old hero Bundle
| | |[[file:Inteq_box.png|64px]] |
| </td>
| | |style="text-align: center;"|1 |
| <td>[[file:inteq_box.png|64px]]
| | |Коробка с набором конвертации наушника в bowman headset и ключом-шифратором InteQ. Набор конвертации, после использования на наушнике обеспечивает пользователю защиту от звука светошумовой гранаты. Вставьте в наушник ключ шифрования, чтобы получить доступ к каналу InteQ (говорить и слышать) и остальным каналам на станции (только слышать). |
| </td>
| | |-style = "background-color:#FFAE31" |
| <td style="text-align: center;">17
| | |style="text-align:center; background-color:#FFB841;"|Нет |
| </td>
| | | The Greatest of the Greys |
| <td>Содержит в себе случайный набор тематических вещей, которые помогут заскучавшим агентам найти для себя что-то новое в тактике на смену.
| | |[[file:Inteq_box.png|64px]] |
| </td>
| | |style="text-align: center;"|20 |
| <td>
| | | Вещи величайшего грейтайдера. Его копьё впитало в себя столько крови, страха и превозмогания, что стало великим артефактом равным которому нет в бою. С этим даже один человек сможет стать целым тайфуном. |
| </td></tr>
| | |} |
| <tr style="background-color:#FFAE31">
| |
| <td style="text-align:center; background-color:#FFB841;">Нет
| |
| </td>
| |
| <td>Surplus Crate
| |
| </td>
| |
| <td>[[file:crate.png|64px]]
| |
| </td>
| |
| <td style="text-align: center;">20
| |
| </td>
| |
| <td>Содержит в себе случайные предметы из Аплинка стоимостью 50 ТелеКредитов.
| |
| </td>
| |
| <td>
| |
| </td></tr>
| |
| <tr style="background-color:#FFAE31">
| |
| <td style="text-align:center; background-color:#FFB841;">Нет
| |
| </td>
| |
| <td>Super Surplus Crate
| |
| </td>
| |
| <td>[[file:crate.png|64px]]
| |
| </td>
| |
| <td style="text-align: center;">40
| |
| </td>
| |
| <td>Содержит в себе случайные предметы из Аплинка стоимостью 125 ТелеКредитов.
| |
| </td>
| |
| <td>
| |
| </td></tr>
| |
| <tr style="background-color:#FFAE31">
| |
| <td style="text-align:center; background-color:#FFB841;">Да
| |
| </td>
| |
| <td>Renegotiate Contract
| |
| </td>
| |
| <td>???
| |
| </td>
| |
| <td style="text-align: center;">0
| |
| </td>
| |
| <td>Позволяет выбрать себе новые случайные цели. Может быть куплено только дважды. Старые цели не остаются задачами.
| |
| </td>
| |
| <td>
| |
| </td></tr>
| |
| <tr style="background-color:#FFAE31">
| |
| <td style="text-align:center; background-color:#FFB841;">Да
| |
| </td>
| |
| <td>Random Item
| |
| </td>
| |
| <td>???
| |
| </td>
| |
| <td style="text-align: center;">???
| |
| </td>
| |
| <td>Покупает случайный предмет из Аплинка.
| |
| </td>
| |
| <td>Важно, что вы заплатите <b>полную цену</b> за купленный предмет. Пусть вас не смущает цена в 0 ТК в Аплинке.
| |
| </td></tr>
| |
| <tr style="background-color:#FFAE31">
| |
| <td style="text-align:center; background-color:#FFB841;">Да
| |
| </td>
| |
| <td>1/5/20/50 Tele Credit
| |
| </td>
| |
| <td>???
| |
| </td>
| |
| <td style="text-align: center;">1/5/20/50
| |
| </td>
| |
| <td>Позволяет вывести сырые ТелеКредиты из аплинка. Оперативники могут вывести вплоть до 50 ТК.
| |
| </td>
| |
| <td>
| |
| </td></tr>
| |
| <tr style="background-color:#FFAE31">
| |
| <td style="text-align:center; background-color:#FFB841; border-radius:0 0 0 12px;">Нет
| |
| </td>
| |
| <td>InteQ Conversion Kit
| |
| </td>
| |
| <td>[[file:inteq_box.png|64px]]
| |
| </td>
| |
| <td style="text-align: center;">1
| |
| </td>
| |
| <td>Коробка с набором конвертации наушника в bowman headset и ключом-шифратором InteQ. Набор конвертации, после использования на наушнике обеспечивает пользователю защиту от звука светошумовой гранаты. Вставьте в наушник ключ шифрования, чтобы получить доступ к каналу InteQ (говорить и слышать) и остальным каналам на станции (только слышать).
| |
| </td>
| |
| <td style="border-radius:0 0 12px 0;">
| |
| </td></tr><tr><td style="text-align: center;"></td><td>The Greatest of the Greys</td><td>[[file:inteq_box.png|64px]]</td><td style="text-align: center;">20</td><td>Вещи величайшего грейтайдера. Его копьё впитало в себя столько крови, страха и превозмогания, что стало великим артефактом равным которому нет в бою. С этим даже один человек сможет стать целым тайфуном.</td><td></td></tr></table>
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| ===Conspicuous Weapons=== | | ===Conspicuous Weapons=== |
| Строка 1285: |
Строка 1207: |
| |- | | |- |
| |} | | |} |
|
| |
| ===Race Restricted===
| |
| <span style="color: #FF4136;">'''No item available to nuclear operatives, as they are humans''' (AI door!). </span>
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Race
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Extra-Bright_Lantern"|Extra-Bright Lantern
| |
| |[[file:lantern.png|64px]]
| |
| |[[file:moths.gif]]<br>[[Moth]]s
| |
| |style="text-align: center;"|2
| |
| |We heard that moths such as yourself really like lamps, so we decided to grant you early access to a prototype Syndicate brand ''Extra-Bright Lantern''в"ў. Enjoy.
| |
| |
| |
| |}
| |
|
| |
| ===Role Restricted===
| |
| <span style="color: #FF4136;">'''No item available to nuclear operatives, they <s>do it for free</s> don't have jobs!'''</span>
| |
|
| |
| <span style="color: blue;">'''All items from a specific department are also available to the head of said department. The HoP has no department.'''</span>
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Role
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Reverse_Bear_Trap"|Reverse Bear Trap
| |
| |[[file:Reversebeartrap.png|64px]]
| |
| |style="text-align: center;" rowspan="5"|[[file:clown.png|64px]]<br>[[Clown]]
| |
| |style="text-align: center;"|5
| |
| |An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half. To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted. The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed.
| |
| |
| |
| |-
| |
| |id="Banana_Cream_Pie_Cannon"|Banana Cream Pie Cannon
| |
| |[[file:Pie_cannon.png|64px]]
| |
| |style="text-align: center;"|10
| |
| |A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds.
| |
| |
| |
| |-
| |
| |id="Reverse_Revolver"|Reverse Revolver
| |
| |[[file:revolver.png|64px]]
| |
| |style="text-align: center;"|14
| |
| |This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face.<br> People can prove hard to convince it's the real deal, especially metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers.
| |
| |
| |
| |-
| |
| |id="Clown_Bomb"|Clown Bomb
| |
| |[[file:Syndicate_Bomb.gif]]
| |
| |style="text-align: center;"|15
| |
| |A bomb that releases fifty clowns. It even honks instead of beeping.
| |
| |
| |
| |-
| |
| |id="Clown_Car"|Clown Car
| |
| |[[file:Clowncar.png|64px]]
| |
| |style="text-align: center;"|20
| |
| |The clown car lets you run people over and stuff them inside your trunk. They're unable to escape unless you crash into a wall, which will fling you and any passengers outside! Comes with a horn, a button to release all passengers and a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride. If you can somehow get it emagged, you unlock even more fun! Only clowns can drive this, the key being their their bikehorn. Banana peels allegedly repair it.
| |
| |
| |
| |-
| |
| |id="Guide_to_Advanced_Mimery"|Guide to Advanced Mimery Series
| |
| |[[file:advanced mimery.png|64px]][[file:advanced mimery.png|64px]]
| |
| |style="text-align: center;"|[[file:mime.png|64px]]<br>[[Mime]]
| |
| |style="text-align: center;"|12
| |
| |The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers. The books don't disappear upon learning, so try to hide or destroy them once you are done.
| |
| |
| |
| |-
| |
| |id="Ancient_Toolbox"|Ancient Toolbox
| |
| |[[file:testbox.png|64px]]
| |
| |style="text-align: center;" rowspan="2"|[[file:assistant.png|64px]]<br>[[Assistant]]
| |
| |style="text-align: center;"|2
| |
| | A toolbox specially preserved and modified for your robusting needs, comes with normal tools and [[Insulated Gloves]], but its special feature is having its damage increased the more telecrystals you have inside it!
| |
| |
| |
| |-
| |
| |id="Ancient_Jumpsuit"|Ancient Jumpsuit
| |
| |[[file:grey_jumpsuit.png|64px]]
| |
| |style="text-align: center;"|20
| |
| |An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights.
| |
| |
| |
| |-
| |
| |id="EZ_clean_bundle"|EZ clean bundle
| |
| |[[file:Grenade.png|64px]]
| |
| |style="text-align: center;"|[[file:janitor.png|64px]]<br> [[janitor]]
| |
| |style="text-align: center;"|6
| |
| |This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways.
| |
| |
| |
| |-
| |
| |id="His_Grace"|His Grace
| |
| |[[file:His_Grace.gif]]
| |
| |style="text-align: center;"|[[file:chaplain.png|64px]]<br>[[Chaplain]]
| |
| |style="text-align: center;"|20
| |
| | His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs.
| |
| *It starts peckish, giving just a moderate damage buff.
| |
| *Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground.
| |
| *More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. '''GET-FOOD'''.
| |
| *'''STARVING: NOW YOU DID IT'''. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor-
| |
| *'''DEATH''': you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape. At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out.
| |
| *'''ASCENSION''': If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level.
| |
| |
| |
| |-
| |
| |id="Haunted_Magic_Eightball"|Haunted Magic Eightball
| |
| |[[file:eightball.png|64px]]
| |
| |style="text-align: center;"|[[file:librarian.png|64px]]<br>[[Curator]]
| |
| |style="text-align: center;"|2
| |
| |Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you've spoken your question aloud, and then has a 3 minute cooldown between uses. Haunted and toy eightballs are indistinguishable except in the quality of their answers. Ghosts are fickle things and it's uncertain wether they will help you or not.<br>This item is currently bugged, and non-functional. The twenty possible answers are the following: <br>'''"It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" '''and''' "Very doubtful"'''.
| |
| |Can only be bought once.
| |
| |-
| |
| |id="Box_of_Gorilla_Cubes"|Box of Gorilla Cubes
| |
| |[[file:Monkey_Cube_Box.png|64px]]
| |
| |rowspan="3" style="text-align: center;"|[[file:Geneticist.png|64px]]<br>[[Geneticist]]
| |
| |style="text-align: center;"|6
| |
| |A box with 3 Waffle Co. brand gorilla cubes: similar to [[Research_items#Monkey_Cube|monkey cubes]], but will release angry gorillas when rehydrated. Expose them to water and watch the mayhem from a safe distance.
| |
| |Any monkey actually has a 0.1% chance every second to mutate into a gorilla if they are irradiated enough, but where would you get 3000 irradiated monkeys?
| |
| |-
| |
| |id="Modified_Syringe_Gun"|Modified Syringe Gun
| |
| |[[file:sgun.png|64px]]
| |
| |style="text-align: center;"|14
| |
| |A syringe gun that fires DNA injectors instead of normal syringes.
| |
| |
| |
| |-
| |
| |id="Experimental_injector" id="Magillitis_Serum_Autoinjector"|Magillitis Serum Autoinjector
| |
| |[[file:Bottle16.png|64px]]
| |
| |style="text-align: center;"|15
| |
| |Contains a [[Руководство_по_химии#Magillitis|chemical]] that turns you into a fast, tough gorilla after a short while.
| |
| |In theory, if a brain is harvested from the gorilla carcass and inserted into an empty body, the injected person can be brought back.
| |
| |-
| |
| |id="Blast_Cannon"|Blast Cannon
| |
| |[[file:Loaded_blastcannon.png|64px]]
| |
| |style="text-align: center;"|[[file:Scientist_generic.png|64px]]<br>[[Scientist]]
| |
| |style="text-align: center;"|14
| |
| |This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size.<br> Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space.
| |
| |
| |
| |-
| |
| |id="Concealed_Weapon_Bay"|Concealed Weapon Bay
| |
| |[[file:Mecha_weapon_bay.png|64px]]
| |
| |rowspan="2" style="text-align: center;"|[[file:roboticist.png|64px]]<br>[[Roboticist]]
| |
| |style="text-align: center;"|3
| |
| |The concealed weapon bay is an item that attaches to non-combat [[Руководство_по_робототехнике#List_of_Exosuits|mechs]] such as [[Руководство_по_робототехнике#Ripley_APLU|Ripleys]] or [[Руководство_по_робототехнике#Odysseus|Odysseuses]] and allows them to equip one [[Руководство_по_робототехнике#Exosuit_Weapons|mech weapon]]. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows).
| |
| |
| |
| |-
| |
| |id="Laser_Arm_Implant"|Laser Arm Implant
| |
| |[[file:Syndicate_autoimplanter.png|64px]]
| |
| |style="text-align: center;"|10
| |
| |An implant that grants you a recharging laser gun inside your arm. Weak to EMPs. Comes with a one use syndicate autosurgeon for immediate self-application. A screwdriver can be used to remove it from the autosurgeon, but implant can't be placed back in.
| |
| |
| |
| |-
| |
| |id="Australicus_Slime_Mutator"|Australicus Slime Mutator
| |
| |[[file:Syringe.png|64px]]
| |
| |style="text-align: center;"|[[file:roboticist.png|64px]]<br>[[Roboticist]],<br>[[file:Scientist_generic.png|64px]]<br>[[Scientist]]
| |
| |style="text-align: center;"|10
| |
| |Requires knowledge in [[Guide_to_xenobiology|xenobiology]] to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]] it spawns three non-hostile and non-sentient [[Spider#Uncommon_Spiders|broodmother spiders]]. These won't cause any havoc unless you manage to make them sentient, which can be done with a sentience potion made from [[Guide_to_xenobiology#Light_Pink_Slime|light pink extracts]] (not included).
| |
| |
| |
| |-
| |
| |id="Reagent_Dartgun"|Reagent Dartgun
| |
| |[[file:Regeantdartgun.png|64px]]
| |
| |style="text-align: center;"|[[file:chemist.png|64px]]<br>[[РҐРёРјРёРє]],<br>[[file:Generic_cmo.png|64px]]<br>[[Chief Medical Officer|CMO]],<br>[[file:botanist.png|64px]]<br>[[Botanist]]
| |
| |style="text-align: center;"|12
| |
| |This special dartgun produces four 15u ''piercing'' syringes every 25 seconds and draws from an internal 100u chemical container. You must fill the chemical container yourself.
| |
| |
| |
| |-
| |
| |id="Brainwashing_Surgery_Program"|Brainwashing Surgery Program
| |
| |[[file:Disk.gif]]
| |
| |style="text-align: center;"|[[file:doctor.png|64px]]<br>[[Medical Doctor]],<br>[[file:Generic_cmo.png|64px]]<br>[[Chief Medical Officer|CMO]], <br>[[file:roboticist.png|64px]]<br>[[Roboticist]]
| |
| |style="text-align: center;"|5
| |
| | A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure.
| |
| |
| |
| |-
| |
| |id="Kinetic_Accelerator_Pressure_Mod"|Kinetic Accelerator Pressure Mod
| |
| |[[file:modkit.png|64px]]
| |
| |style="text-align: center;"|[[file:miner.png|64px]]<br>[[Miner]]
| |
| |style="text-align: center;"|5
| |
| |A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage. (You can only order two).
| |
| |
| |
| |-
| |
| |id="Explosive_Hot_Potato"|Explosive Hot Potato
| |
| |[[file:potato.png|64px]]
| |
| |style="text-align: center;"|[[file:botanist.png|64px]]<br>[[Botanist]],<br>[[file:Generic chef.png|64px]]<br>[[Cook]],<br>[[file:clown.png|64px]]<br>[[clown]],<br>[[file:mime.png|64px]]<br>[[Mime]]
| |
| |style="text-align: center;"|4
| |
| |When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes!
| |
| |
| |
| |-
| |
| |id="Meat_Hook"|Butcher's Meat Hook
| |
| |[[File:Meat_hook.png|64px]]
| |
| |style="text-align: center;"|[[file:Generic chef.png|64px]]<br>[[Cook]]
| |
| |style="text-align: center;"|11
| |
| |A meat hook on the end of a long chain. Clicking from range will fire the chain, which drags the target to you, deals 20 brute and stamina damage with 60 armor penetration and 0.5 second [[Status_Effects#Knockdown|knockdown]]. Was originally shaft miner loot.
| |
| |
| |
| |-
| |
| |id="Disposable Sentry Gun"|Disposable Sentry Gun
| |
| |[[File:Turret.png|64px]]
| |
| |style="text-align: center;"|[[file:Generic_engineer.png|64px]]<br>[[Station Engineer]]
| |
| |style="text-align: center;"|11
| |
| |A disposable sentry gun deployment system cleverly disguised as a toolbox. Works and functions as a normal red toolbox, until you attack it on {{Combat_Mode}} with a wrench. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at anyone except you. The turret only has 100 health however, so it will not last long when attacked.
| |
| |
| |
| |-
| |
| |id="Organic_Resources_Disturbance_Inducer" id="Occupational_Corruption_Device"|Organic Resources Disturbance Inducer
| |
| |[[File:Occupational_corruption_device.png|64px]]
| |
| |style="text-align: center;"|[[file:Generic_hop.png|64px]]<br>[[HoP]],<br>[[file:Generic_qm.png|64px]]<br>[[QM]]
| |
| |style="text-align: center;"|2
| |
| |An Occupational Corruption Device. Using it triggers the bureaucratic error event which randomly opens and closes available job slots for latejoiners. Limited to 1 purchase.
| |
| |
| |
| |}
| |
|
| |
| ===(Pointless) Badassery===
| |
| <span style="color: #19A974;">'''All items available to nuclear operatives.'''</span>
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Syndicate_Playing_Cards"|Syndicate Playing Cards
| |
| |[[file:Syndi_cards.png|64px]]
| |
| |style="text-align: center;"|1
| |
| |A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards.
| |
| |
| |
| |-
| |
| |id="Syndicate_Briefcase_Full_of_Cash"|Syndicate Briefcase Full of Cash
| |
| |[[file:Briefcase.png|64px]]
| |
| |style="text-align: center;"|1
| |
| |A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing.
| |
| |Alternates between useful and useless depending on whoever is reworking the game economy system.
| |
| |-
| |
| |id="Syndicate_Smokes"|Syndicate Smokes
| |
| |[[file:Syngarettes.png|64px]]
| |
| |style="text-align: center;"|2
| |
| |Strong flavor, dense smoke. Each cigarette is infused with 10u [[Руководство_по_химии#Nicotine|nicotine]] and 15u [[Руководство_по_химии#Omnizine|omnizine]]. Smoking one of these cigarettes takes about 2 minutes.
| |
| |Do not confuse with trick cigarettes.
| |
| |-
| |
| |id="Syndicate_Balloon"|Syndicate Balloon
| |
| |[[file:Balloon.png|64px]]
| |
| |style="text-align: center;"|20
| |
| | A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team.
| |
| |
| |
| |}
| |
|
| |
| =Nuclear Operatives special equipment=
| |
| Below are items available exclusively to [[Nuclear Operative]]s.
| |
| ==Your Uplink==
| |
| {|
| |
| |[[File:generic_nukesyndie.png|64px]]
| |
| |Nuclear operatives have a radio [[file:radio.png|64px]] as uplink which starts '''unlocked''', and can be detonated as an impromptu bomb if money is tight. The shop interface is divided into categories. Operatives receive roughly 10 Crystals for each 10 crewmembers on the station, and receive extra if they declare war on Nanotrasen.
| |
| |}
| |
| Some items are very expensive, sometimes enough to be impossible to purchase. You can obtain more telecrystals from other operatives, or give yours away. How? In the category "bundles and telecrystals" you can "buy" TeleCrystals to eject them from your uplink, and reinsert them into any '''unlocked''' uplink.
| |
|
| |
| Up to three items, unique for each operative, can be purchased *once* each for a randomly discounted price. Cheaper items get discounted more often and discounts tend to average around 50% off, but every once in a while you can hit the jackpot and get a revolver for 80% off. There are also team discounts: discounted items that have '''unlimited supply''' (can always buy more as long as you have TC left) that are the same for every operative. Woe to any station that is besieged by operatives with discounted explosives, assault cyborgs or mechs.
| |
|
| |
|
| |
| ===Bundles===
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Bioterror_bundle"|Bioterror bundle
| |
| |[[file:Duffle_syndiemed.png|64px]]
| |
| |style="text-align: center;"|30
| |
| |For the madman: Contains a [[#Biohazardous Chemical Sprayer|Bioterror spray]], [[#Chemical Foam Grenade|Bioterror Grenade]], a [[#Poison Kit|Poison Kit]], a [[#Dart Pistol|Dart Pistol]], a box of syringes, a [[#Toy Machine Gun|Donksoft assault rifle]], and some [[#Box of Riot Darts|extra darts]]. Remember: Seal suit and equip internals before use.
| |
| |12 TC saved
| |
| |-
| |
| |id="Bulldog_bundle"|Bulldog bundle
| |
| |[[file:Duffle_syndie.png|64px]]
| |
| |style="text-align: center;"|13
| |
| |Lean and mean: Optimised for people that want to get up close and personal. Contains the popular [[#Bulldog_Shotgun|Bulldog Shotgun]], a [[#12g_Stun_Slug_Drum|12g stun slug drum]], a [[#12g_Buckshot_Drum|12g buckshot drum]], and a pair of [[#Thermal Imaging Glasses|Thermal Imaging Goggles]].
| |
| |3 TC saved
| |
| |-
| |
| |id="C-20r_bundle"|C-20r bundle
| |
| |[[file:Duffle_syndie.png|64px]]
| |
| |style="text-align: center;"|14
| |
| |Old faithful: The classic [[#C-20r_Submachine_Gun|C-20r Submachine Gun]], bundled with two magazines, and a [[#Universal_Suppressor|Suppressor]].
| |
| |
| |
| |-
| |
| |id="Cybernetic_Implant_Bundle"|Cybernetic Implant Bundle
| |
| |[[file:Duffle_syndiemed.png|64px]]
| |
| |style="text-align: center;"|40
| |
| |Contains 5 random cybernetic implants. Guaranteed to at least pay for its cost.
| |
| |With the most expensive implant being macrobomb at 20 TC each, max saving would be 60% and the average will be much less. Check the other discounted categories first.
| |
| |-
| |
| |id="Medical_bundle"|Medical bundle
| |
| |[[file:Duffle_syndiemed.png|64px]]
| |
| |style="text-align: center;"|15
| |
| |The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a brute and burn patch, a [[Руководство_по_химии#Chloral_Hydrate|Chloral Hydrate]] syringe, and a combat hypospray loaded with:
| |
| *30 units of [[Руководство_по_химии#Epinephrine|Epinephrine]]
| |
| *30 units of [[Руководство_по_химии#Omnizine|Omnizine]]
| |
| *15 units of [[Руководство_по_химии#Leporazine|Leporazine]]
| |
| *15 units of [[Руководство_по_химии#Atropine|Atropine]]
| |
| Also includes night vision health HUD glasses, a Donksoft machine gun, a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments.
| |
| |5 TC saved
| |
| |-
| |
| |id="Sniper_bundle"|Sniper bundle
| |
| |[[file:briefcase.png|64px]]
| |
| |style="text-align: center;"|20
| |
| |Elegant and refined: Contains a collapsed [[#Sniper Rifle|sniper rifle]] in an expensive carrying case, two [[#.50 Soporific Magazine|soporific magazine]], a free surplus [[#Universal Suppressor|supressor]], and a worn out suit and tie.
| |
| |6 TC saved.
| |
| |-
| |
| |id="Spetsnaz_Pyro_bundle"|Spetsnaz Pyro bundle
| |
| |[[file:Duffle_syndie.png|64px]]
| |
| |style="text-align: center;"|30
| |
| |For systematic suppression of carbon lifeforms in close range: Contains an [[#Elite Syndicate Hardsuit|elite fireproof hardsuit]], a pyro backpack fire sprayer, a [[#Stechkin APS|Stechkin APS pistol]], two incendiary magazines, a bottle of flammable vodka, a [[#Syndicate Minibomb|pipebomb]], and a [[#Stimpack|stimulant syringe]].
| |
| |12 TC saved. The backpack sprayer is kinda trash not gonna lie. '''For the love of god don't set your teammates on fire!!'''
| |
| |}
| |
|
| |
|
| |
| ===Conspicuous and Dangerous Weapons===
| |
| '''Note:''' the ammo category has been rolled into the weapon's tables for efficiency sake.
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Bulldog_Shotgun"|Bulldog Shotgun
| |
| |[[file:Bulldog.png|64px]]
| |
| |style="text-align: center;"|8
| |
| |The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. Starts with a syndicate firing pin, which prevents enemies from using it.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| |[[file:BuckshotBull.png|64px]]
| |
| |id="12g_Buckshot_Drum"|12g Buckshot Drum
| |
| |A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 45 brute damage if all pellets hit, but has damage falloff over range.<br> Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner.
| |
| |style="text-align: center;"|2
| |
| |-
| |
| |[[file:DragonBreathBull.png|64px]]
| |
| |id="12g_Dragons_Breath_Drum"|12g Dragon's Breath Drum
| |
| |A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back.
| |
| |style="text-align: center;"|2
| |
| |-
| |
| |[[file:BreachingBull.png|64px]]
| |
| |id="12g_Breaching_Drum"|12g Breaching
| |
| |A 8 round drum magazine for use in the Bulldog Shotgun. Breaching shells shoot one single 30 damage bullet, that stuns any person it hits for a moment. The real value of these shells is that anything hit by them is knocked away, including normally anchored things like airlocks.
| |
| |style="text-align: center;"|2
| |
| |-
| |
| |[[file:BuckshotBull.png|64px]]
| |
| |id="12g_Slug_Drum"|12g Slugs
| |
| |A 8 round drum magazine for use in the Bulldog Shotgun. Shoots one single 50-damage projectile.
| |
| |style="text-align: center;"|3
| |
| |-
| |
| |[[file:Duffle_syndie.png|64px]]
| |
| |Ammo bundle
| |
| |Contains 6 stun drums, a buckshot drum, a slug drum and a dragon's breath drum.
| |
| |style="text-align: center;"|12<br>(19 value)
| |
| |}
| |
| |
| |
| |-
| |
| |id="C-20r_Submachine_Gun"|C-20r Submachine Gun
| |
| |[[file:C20r.png|64px]]
| |
| |style="text-align: center;"|13
| |
| | Has 24-round magazines and uses .45 rounds. A reliable and robust weapon. Can also be fitted with a [[#Universal_Suppressor|Silencer]]. Starts with a syndicate firing pin, which prevents enemies from using it.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| |[[file:45Mag.png|64px]]
| |
| |id=".45_Ammo_Magazine"|.45 Ammo
| |
| |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 35 raw damage.
| |
| |style="text-align: center;"|3
| |
| |-
| |
| |[[file:45Mag.png|64px]]
| |
| |.45 Incendiary SMG Magazine
| |
| |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 15 raw damage, adds two firestacks.
| |
| |style="text-align: center;"|4
| |
| |-
| |
| |[[file:45Mag.png|64px]]
| |
| |.45 Armor Piercing SMG Magazine
| |
| |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 30 raw damage, 50 Armor Piercing capability.
| |
| |style="text-align: center;"|5
| |
| |-
| |
| |[[file:Duffle_syndie.png|64px]]
| |
| |Ammo bundle
| |
| |Contains 9 [[#C-20r_Submachine_Gun|C-20r SMG]] magazines, for a total of 216 shots.
| |
| |style="text-align: center;"|20<br>(27 value)
| |
| |}
| |
| |
| |
| |-
| |
| |id="L6_Squad_Automatic_Weapon" id="SAW"|L6 Squad Automatic Weapon
| |
| |[[file:L6machinegun.png|64px]]
| |
| |style="text-align: center;"|18
| |
| |Holds the most ammo of any gun available: 50 1.95x129mm rounds dealing high brute damage. A few good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use. Dust cover must be opened with an alt-click to be able to insert a new magazine. Starts with a syndicate firing pin, which prevents enemies from using it.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| |[[file:A762.png|64px]]
| |
| |1.95x129mm Box Magazine
| |
| |A 50-round magazine of 1.95x129mm ammunition for use in the [[#L6 SAW|L6 SAW]] machinegun. By the time you need to use this, you'll already be on a pile of corpses.
| |
| |style="text-align: center;"|6
| |
| |-
| |
| |[[file:A762.png|64px]]
| |
| |1.95x129mm (Hollow-Point) Box Magazine
| |
| |A 50-round magazine of 1.95x129mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor.
| |
| |style="text-align: center;"|6
| |
| |-
| |
| |[[file:A762.png|64px]]
| |
| |1.95x129mm (Incendiary) Box Magazine
| |
| |A 50-round magazine of 1.95x129mm Incendiary ammunition, that only deals 20 damage on hit but leaves a fiery trail, while setting targets hit on fire as well.
| |
| |style="text-align: center;"|6
| |
| |-
| |
| |[[file:A762.png|64px]]
| |
| |1.95x129mm (Armor Penetrating) Box Magazine
| |
| |description = A 50-round magazine of 1.95x129mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor.
| |
| |style="text-align: center;"|9
| |
| |-
| |
| |[[file:A762.png|64px]]
| |
| |7.12x82mm (Match) Box Magazine
| |
| |A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW. Perfect for ricocheting off walls all fancy-like. 40 damage, 60 ricochet chance.
| |
| |style="text-align: center;"|10
| |
| |}
| |
| |
| |
| |-
| |
| |id="Sniper_Rifle"|Sniper Rifle
| |
| |[[file:Sniper.png|64px]]
| |
| |style="text-align: center;"|16
| |
| |The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets.<br> Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| |[[file:Sniper_ammo.png|64px]]
| |
| |id=".50_Magazine"|.50 Magazine
| |
| |A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit.
| |
| |style="text-align: center;"|4
| |
| |-
| |
| |[[file:Sniper_ammo.png|64px]]
| |
| |id=".50_Penetrator_Magazine"|.50 Penetrator Magazine
| |
| |A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn't stun, dismember or break machinery. But it passes through everything it hits, including walls, making it extremely useful for crowds or very protected targets, like the AI.
| |
| |style="text-align: center;"|5
| |
| |-
| |
| |[[file:Sniper_ammo_sleep.png|64px]]
| |
| |id=".50_Soporific_Magazine"|.50 Soporific Magazine
| |
| |A 6-round magazine of .50 soporific ammunition for the sniper rifle. Deals no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds.
| |
| |style="text-align: center;"|6
| |
| |}
| |
| |
| |
| |-
| |
| |id="Surplus_SMG"|Surplus SMG
| |
| |[[file:Plastikov.png|64px]]
| |
| |style="text-align: center;"|2
| |
| |An ancient 9x19mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| |[[file:9x19full_ammo.png|64px]]
| |
| |Surplus SMG Magazine
| |
| |50 shots. 10 damage each.
| |
| |style="text-align: center;"|1
| |
| |}
| |
| |Substituted the mosin. A more forgiving weapon for shoot-ers and shoot-ats.
| |
| |-
| |
| |id="Stechkin" id="Stechkin_APS_Machine_Pistol"|Stechkin APS Machine Pistol
| |
| |[[file:Stetchkin.png|64px]]
| |
| |style="text-align: center;"|10
| |
| |A ancient Soviet machine pistol, refurbished for the modern age. Uses 9mm auto rounds in 15-round magazines and is compatible with suppressors. The gun fires in three round bursts.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| |[[file:9mmaps.png|64px]]
| |
| |id="9mm_Stechkin_APS_Magazine" id="Stechkin_Magazine"|9mm Stechkin APS Magazine
| |
| |An additional 15-round 9mm magazine, compatible with the Stechkin APS machine pistol. 30 raw damage.
| |
| |style="text-align: center;"|2
| |
| |}
| |
| |Not to be confused with the [[#Makarov_Pistol|Makarov Pistol]], which used to be named "Stechkin Pistol". Has fire delay and adds 10 spread.
| |
| |-
| |
| |id="M-90gl_Carbine"|M-90gl Carbine
| |
| |[[file:M90.png|64px]]
| |
| |style="text-align: center;"|14
| |
| |This carbine has a three-round burst setting as well as an underbarrel grenade launcher. Magazines hold 30 rounds of bullets, which is more than enough against unarmored targets.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| |[[file:5.56m_toploader_mag.png|64px]]
| |
| |5.56mm Toploader Magazine
| |
| |An additional 30-round 5.56mm magazine;. Every time you call it a clip, god, kills a kitten. 35 damage, 30 AP.
| |
| |style="text-align: center;"|4
| |
| |-
| |
| |[[file:5.56m_toploader_mag.png|64px]]
| |
| |5.56mm Toploader Phasic Magazine
| |
| |An additional 30-round 5.56mm magazine; These bullets are made from an experimental alloy, 'Ghost Lead', that allows it to pass through almost any non-organic material. 20 damage, 70 AP.
| |
| |style="text-align: center;"|8
| |
| |-
| |
| |[[file:40mmHE_ammo.png|64px]]
| |
| |40mm Grenade Box
| |
| |A box of four 40mm HE grenades for use with the M-90gl's under-barrel grenade launcher. Insert into the M-90gl Carbine. Do not throw. These grenades do not fit in regular grenade launchers.
| |
| |style="text-align: center;"|6
| |
| |}
| |
| {{Leftclick}} Primary fire. <br>
| |
| {{Rightclick}} Grenade launcher.
| |
| |
| |
| |-
| |
| |id="Flamethrower"|Flamethrower
| |
| |[[file:Flamethrower.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |Shoots jets of burning plasma. Has little stopping power, but will usually cause enemies to retreat. Can be reloaded by using plasma tanks or canisters in [[Toxins]] or [[Engineering]]. '''Remember only the black suits are fireproof.'''
| |
| |Same as a craftable flamethrower. Why is this here, why does it cost so much, why are you burning plasma instead of stealing it?
| |
| |-
| |
| |id="Toy_Submachine_Gun"|Toy Submachine Gun
| |
| |[[file:Fake_c20r.png|64px]]
| |
| |style="text-align: center;"|5
| |
| |A toy SMG. Guaranteed to not be taken seriously until it's too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| ||[[file:Foambox_riot.png|64px]]
| |
| |id="Box_of_Riot_Darts"|Box of Riot Darts
| |
| |A standard box of riot foam darts for toy weapons. Buy this if you cannot get it from a hacked autolathe, or reuse the ones you shot. Darts do 25 stamina damage.
| |
| |style="text-align: center;"|2
| |
| |}
| |
| |aka donksoft SMG
| |
| |-
| |
| |id="Toy_Machine_Gun"|Toy Machine Gun
| |
| |[[file:Fake_SAW.png|64px]]
| |
| |style="text-align: center;"|10
| |
| |A toy SAW. Guaranteed to not be taken seriously until it's too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| ||[[file:Foambox_riot.png|64px]]
| |
| |id="Box_of_Riot_Darts"|Box of Riot Darts
| |
| |A standard box of riot foam darts for toy weapons. Buy this if you cannot get it from a hacked autolathe, or reuse the ones you shot. Darts do 25 stamina damage.
| |
| |style="text-align: center;"|2
| |
| |}
| |
| |aka donksoft LMG
| |
| |-
| |
| |id="84mm_Rocket_Propelled_Grenade_Launcher"|84mm Rocket Propelled Grenade Launcher
| |
| |[[file:Rocketlauncher.png|64px]]
| |
| |style="text-align: center;"|8
| |
| |A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.
| |
| {|class="wikitable sortable"
| |
| !class="unsortable"|icon
| |
| !class="unsortable"|name
| |
| !class="unsortable"|ammo types
| |
| !cost
| |
| |-
| |
| |[[file:Srm-8.png|64px]]
| |
| |84mm HE Rocket
| |
| |A low-yield anti-personnel HE rocket.
| |
| |style="text-align: center;"|4
| |
| |-
| |
| |[[file:84mm-hedp_ammo.png|64px]]
| |
| |84mm HEDP Rocket
| |
| |A high-yield HEDP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel.
| |
| |style="text-align: center;"|6
| |
| |}
| |
| |
| |
| |-
| |
| |id="Biohazardous_Chemical_Sprayer"|Biohazardous Chemical Sprayer
| |
| |[[file:Bio_chem_sprayer.png|64px]]
| |
| |style="text-align: center;"|20
| |
| |A high-volume chemical sprayer loaded with the most lethal poisons available to the syndicate; anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing.
| |
| |
| |
| |}
| |
|
| |
| === Grenades and Explosives ===
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Bioterror_Foam_Grenade"|Bioterror Foam Grenade
| |
| |[[file:Grenade.png|64px]]
| |
| |style="text-align: center;"|5
| |
| |A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use.
| |
| |
| |
| |-
| |
| |id="Buzzkill_Grenade_Box"|Buzzkill Grenade Box
| |
| |[[file:Syndibox.png|64px]]
| |
| |style="text-align: center;"|15
| |
| |These grenades release ten bees that will indiscriminately attack anyone with random toxins. Keep in mind that bees can't attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes.
| |
| |
| |
| |-
| |
| |id="Fungal_Tubercolosis_Grenade"|Fungal Tuberculosis Grenade
| |
| |[[file:box.png|64px]]
| |
| |style="text-align: center;"|12
| |
| |A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant Bio Virus Antidote Kits (BVAK autoinjectors) with 20u vaccine (inject 10u per use), a BVAK bottle (30u vaccine) and a normal syringe.
| |
| |
| |
| |-
| |
| |id="Viscerator_Delivery_Grenade"|Viscerator Delivery Grenade
| |
| |[[file:Delivery_grenade.png|64px]]
| |
| |style="text-align: center;"|5
| |
| |This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly high amount of damage over time but can be outrun easily. The grenade is fantastic at helping clearing out a crowd of crewmen. However, it can be ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down. They are also extremely sharp and can outright sever limbs when attacking.
| |
| |
| |
| |-
| |
| |id="Grenadiers_Belt"|Grenadier's Belt
| |
| |[[file:Combat_belt.png|64px]]
| |
| |style="text-align: center;"|22
| |
| |A belt containing a large amount of assorted grenades. TO be specific, it contains:
| |
| * 2 [[#Syndicate_Minibomb|Syndicate Minibombs]];
| |
| * 10 Frag Grenades: A bit less powerful than minibombs, but with a higher flame range;
| |
| * 2 Incendiary Grenades: They spread a wave of plasmafire, burning everything in their path;
| |
| * 4 Gluon Grenades: They deal radiation damage when exploding, and freeze the surrounding area afterwards, making it slippery;
| |
| * 2 EMP Grenades;
| |
| * 1 [[Руководство_по_химии#Fluorosulfuric_Acid|Fluorosulfuric Acid]] Smoke Grenade: It will spread extremely potent acid in its area of effect, melting armor, objects and people inside;
| |
| * 1 [[Security_items#Flashbang|Flashbang]];
| |
| * 4 Smoke Bombs;
| |
| * Screwdriver and Multitool to customize grenades. Some different triggers can be found in the Syndicate Infiltrator Ship.
| |
| |
| |
| |-
| |
| |id="Syndicate_Detonator" id="Big_Red_Button"|Syndicate Detonator
| |
| |[[file:Big_red_button.png|64px]]
| |
| |style="text-align: center;"|3
| |
| | The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.
| |
| '''Operatives start with a working detonator in their base, buying this is usually redundant'''.
| |
| |
| |
| |}
| |
|
| |
| ===Stealthy and Inconspicuous Weapons===
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="CQC_Manual"|CQC Manual
| |
| |[[file:CQC_manual.png|64px]]
| |
| |style="text-align: center;"|13
| |
| |Reading this single-use book will teach you the basics of CQC - a martial art. <br> You learn devastating combos and when throw is active, have a chance to block and counter attacks. <br>This is the same skill as Cooks can use in the kitchen, except anywhere. <br>
| |
| Your {{Harm}} does bonus damage, and your {{Grab}} will start as aggressive. You can make special attacks by chaining the below attack types against single targets, from left to right. All these moves can be done with {{Combat_Mode}} on. Possible Combos:
| |
| {|class="wikitable" style="width:80%" border="1" cellspacing="0" cellpadding="2"
| |
| !scope="col" style="font-weight: bold;" style='background-color:#FA8778;'| Combo name
| |
| !scope="col" style="font-weight: bold;" style='width:240px; background-color:#FA8778;'| Combo
| |
| !scope="col" style="font-weight: bold;" style='background-color:#FA8778;'| Effect
| |
| |-
| |
| |'''Slam'''
| |
| |{{Grab}} {{Harm}}
| |
| |Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing.
| |
| |-
| |
| |'''CQC Kick'''
| |
| |{{Harm}} {{Harm}}
| |
| |If the opponent was paralyzed they'll be knocked out (30 sec sleep and 15 brain damage up to max 150). Else they'll be knocked away and take 10 brute.
| |
| |-
| |
| |'''Restrain'''
| |
| |{{Grab}} {{Grab}}
| |
| |Locks opponent into a restraining position (10 sec stun, 20 stamina damage). Disarm while restraining and pulling to knock them out with a choke hold (40 sec sleep).
| |
| |-
| |
| |'''Pressure'''
| |
| |{{Disarm}} {{Grab}}
| |
| |Deals 60 stamina damage.
| |
| |-
| |
| |'''Consecutive CQC'''
| |
| |{{Disarm}} {{Disarm}} {{Harm}}
| |
| |Mainly a damaging move (25 brute and 50 stamina damage).
| |
| |}
| |
| |
| |
| |-
| |
| |id="Combat_Gloves_Plus"|Combat Gloves Plus
| |
| |[[file:BGloves.png|64px]]
| |
| |style="text-align: center;"|5
| |
| |A pair of gloves that are fireproof and electrically insulated, however unlike the regular [[Clothing_and_Accessories#Combat_Gloves|Combat Gloves]] these use nanotechnology to teach the martial art of krav maga to the wearer.
| |
| |
| |
| |}
| |
|
| |
| ===Space Suits and Hardsuits===
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Elite_Syndicate_Hardsuit"|Elite Syndicate Hardsuit
| |
| |[[file:Elite_hardsuit.png|64px]]
| |
| |style="text-align: center;"|8
| |
| |Works like a [[#Syndicate_Hardsuit|Syndicate Hardsuit]], but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons. <br> Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100.
| |
| |
| |
| |-
| |
| |id="Shielded_Hardsuit"|Shielded Hardsuit
| |
| |[[file:Syndi_hardsuit.png|64px]]
| |
| |style="text-align: center;"|30
| |
| |Looks like a [[#Syndicate_Hardsuit|Syndicate Hardsuit]], but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, it has the same armor as a normal Syndicate hardsuit, but with full Acid and Fire protection. <br> Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100.
| |
| |
| |
| |-
| |
| |}
| |
|
| |
| ===Stealth and Camouflage Items===
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Stealthy_No-Slip_Chameleon_Shoes"|Stealthy No-Slip Chameleon Shoes
| |
| |[[file:Brshoe.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |The nuke ops version of [[#No-Slip_Chameleon_Shoes| chameleon no-slips]].
| |
| |
| |
| |}
| |
|
| |
| ===Devices and Tools===
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Syndicate_Jaws_of_Life"|Syndicate Jaws of Life
| |
| |[[file:Syndicate_jaws.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |Based on a Nanotrasen model, this powerful tool can be used as both a crowbar and a pair of wirecutters. In its crowbar configuration it can be used to force open airlocks. Useful for entering the station or its departments.
| |
| |
| |
| |-
| |
| |id="Blood-Red_Magboots"|Blood-Red Magboots
| |
| |[[file:Syndi_magboots.png|64px]]
| |
| |style="text-align: center;"|2
| |
| |A pair of magnetic boots that will keep you on the ground if the gravity fails or is sabotaged, giving you a mobility advantage. If activated with gravity they will protect from slips, but they will slow you down.
| |
| |
| |
| |-
| |
| |id="Assault_Pod_Targeting_Device"|Assault Pod Targeting Device
| |
| |[[file:Gangtool_red.png|64px]]
| |
| |style="text-align: center;"|30
| |
| |This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.
| |
| '''It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind!'''
| |
| |
| |
| |-
| |
| |id=Energy_Shield"|Energy Shield
| |
| |[[file:Eshield.png|64px]]
| |
| |style="text-align: center;"|16
| |
| |An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.
| |
| |
| |
| |-
| |
| |id="Medbeam_Gun"|Medbeam Gun
| |
| |[[file:Medgun.png|64px]]
| |
| |style="text-align: center;"|15
| |
| |A very efficient healing tool, that doesn't require the constant attention of the healer, since he can keep it in his offhand while shooting with the other hand. It cannot self-heal, however.
| |
| '''Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether.'''
| |
| |
| |
| |-
| |
| |id="Syndicate_Medical_Supply_Kit"|Syndicate Medical Supply Kit
| |
| |[[file:Syndicate_Medical_Supply_Kit.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector (containing 30 units of Epinephrine, 30 units of Omnizine, 15 units of Leporazine and 15 units of Atropine), a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants).
| |
| |
| |
| |-
| |
| |id="Syndicate_Sentience_Potion"|Syndicate Sentience Potion
| |
| |[[file:Intell_potion.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands. Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator.
| |
| |
| |
| |-
| |
| |id="Guerrilla_Gloves"|Guerrilla Gloves
| |
| |[[file:BGloves.png|64px]]
| |
| |style="text-align: center;"|2
| |
| |Syndicate version of [[Clothing_and_Accessories#Guerrilla_Gloves|tackling gloves]], insulated.
| |
| |
| |
| |}
| |
|
| |
| ===Implants===
| |
| All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="CNS_Rebooter_Implant"|CNS Rebooter Implant
| |
| |[[file:Brain_implant.png|64px]]
| |
| |style="text-align: center;"|12
| |
| |This implant will shorten any stun longer than 4 seconds to 4 seconds.
| |
| |
| |
| |-
| |
| |id="Microbomb_Implant"|Microbomb Implant
| |
| |[[file:injector.png|64px]]
| |
| |style="text-align: center;"|2
| |
| |Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants.
| |
| |
| |
| |-
| |
| |id="Macrobomb_Implant"|Macrobomb Implant
| |
| |[[file:injector.png|64px]]
| |
| |style="text-align: center;"|20
| |
| |A much more powerful version of the Microbomb Implant, this will cause a delayed but much more powerful explosion on death. Make sure to warn your comrades of this, as you might catch them in the blast if they're unaware.
| |
| |
| |
| |-
| |
| |id="Reviver_Implant"|Reviver Implant
| |
| |[[file:chest_implant.png|64px]]
| |
| |style="text-align: center;"|8
| |
| |This implant will heal you once you fall into crit, then goes into cooldown.
| |
| |
| |
| |-
| |
| |id="Thermal_Vision_Implant"|Thermal Vision Implant
| |
| |[[file:eye_implant.png|64px]]
| |
| |style="text-align: center;"|8
| |
| |Like optical thermal goggles, it lets you see all living beings through walls, and enhances your vision in the dark.
| |
| |
| |
| |-
| |
| |id="X-ray_Vision_Implant"|X-Ray Vision Implant
| |
| |[[file:eye_implant.png|64px]]
| |
| |style="text-align: center;"|10
| |
| |Allows unrestricted vision through walls, though light level will still play a role.
| |
| |
| |
| |-
| |
| |id="Deathrattle_Implant"|Box of Deathrattle Implants
| |
| |[[file:injector.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |A collection of eight implants (and one reusable implanter) that should be injected into the team. When one of the team dies, all other implant holders recieve a mental message informing them of their teammates' name and the location of their death. Unlike most implants, these are designed to be implanted in any creature, biological or mechanical.
| |
| |
| |
| |}
| |
|
| |
| ===Support===
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Dark_Gygax"|Dark Gygax
| |
| |[[file:DarkGygax.png|64px]]
| |
| |style="text-align: center;"|80
| |
| |One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an LBX AC 10 "Scattershot" shotgun, both types of armor boosters, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear in terms of close-quarters combat prowess. However, it is extremely vulnerable to [[Guide_to_Combat#Ion Rifle|ion guns]], which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives. It also has a leg actuator function, which speeds up the mech. The Dark Gygax also possesses a bluespace cell, which grants it a larger pool of energy to draw from than it's Mauler counterpart.
| |
| Has thrusters for space-maneuverability.
| |
| |
| |
| |-
| |
| |id="Dark_Mauler"|Dark Mauler
| |
| |[[file:DarkMarauder.png|64px]]
| |
| |style="text-align: center;"|140
| |
| |The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries. Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless. Note that this does not, however, automatically make you unstoppable. To effectively use it you should already have some experience with mechs, it should also be noted that whoever is piloting this does not need as much gear as everyone else, so don't waste TC (although it is good to have a backup plan if the mech is destroyed).
| |
| |
| |
| |-
| |
| |id="Syndicate_Cyborg"|Syndicate Cyborg
| |
| |[[file:Syndieborg.png|64px]]
| |
| |style="text-align: center;"|65
| |
| |A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault, Medical or Engineering module.<br>
| |
| * The assault module contains:
| |
| ** A [[Security_items#Flash|flash]];
| |
| ** An [[#Energy_Sword|energy sword]];
| |
| ** A cyborg LMG that prints ammo from energy;
| |
| ** A grenade launcher;
| |
| ** An [[#Cryptographic_Sequencer|emag]];
| |
| ** A crowbar;
| |
| ** A pinpointer;
| |
| * The medical module contains:
| |
| ** A [[Security_items#Flash|flash]];
| |
| ** A [[#Medical_bundle|syndicate hypospray]] containing restorative nanites;
| |
| ** Medical Gauze;
| |
| ** A defibrillator;
| |
| ** A [[#Medbeam_Gun|Medbeam Gun]];
| |
| ** A health analyzer;
| |
| ** Surgery tools (The surgical saw can be toggled to be an energy sword);
| |
| ** An [[#Cryptographic_Sequencer|emag]];
| |
| ** A crowbar;
| |
| ** A pinpointer.
| |
| * The saboteur module contains:
| |
| ** A full set of tools;
| |
| ** Metal, glass and cable synthesizers;
| |
| ** A robotic RCD;
| |
| ** A robotic RPD;
| |
| ** A fire extinguisher;
| |
| ** Zipties;
| |
| ** A flash;
| |
| ** Thermal vision;
| |
| ** A fake destination tagger;
| |
| ** A cyborg chameleon projector;
| |
| ** A pinpointer.
| |
|
| |
| The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg.
| |
| |
| |
| |-
| |
| |id="Reinforcements"|Reinforcements
| |
| |[[file:Generic_nukesyndie.png|64px]]
| |
| |style="text-align: center;"|25
| |
| |Gives a Reinforcement Teleporter. When used, a random ghost will become a new member of the nuke operative squad! The reinforcement starts with the normal operative equipment minus the TC, therefore someone has to equip them to make them useful: in particular, make sure there are enough spacesuits to get to the station.
| |
| |
| |
| |}
| |
|
| |
|
| |
| ===(Pointless) Badassery===
| |
| {|class="wikitable sortable"
| |
| !Item
| |
| !class="unsortable"|Icon
| |
| !Cost
| |
| !class="unsortable"|description
| |
| !class="unsortable"|info
| |
| |-
| |
| |id="Broken_Chameleon_Kit"|Broken Chameleon Kit
| |
| |[[file:Syndibox.png|64px]][[file:Changeling.gif]]
| |
| |style="text-align: center;"|4
| |
| |A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor.
| |
| |
| |
| |-
| |
| |id="Centcom_Official_Costume"|Centcom Official Costume
| |
| |[[file:Syndibox.png|64px]][[file:centcomcommander.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key.
| |
| |
| |
| |-
| |
| |id="Clown_Costume"|Clown Costume
| |
| |[[file:Clownduffle.png|64px]][[file:Generic_clown.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |Contains a complete [[Clown]] outfit.
| |
| |
| |
| |-
| |
| |id="Tactical_Naptime" id="Sleepy_Time_Pajama_Bundle"|Sleepy Time Pajama Bundle
| |
| |[[file:Syndibox.png|64px]][[File:Syndi_pajama.png|64px]]
| |
| |style="text-align: center;"|4
| |
| |Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend.
| |
| |
| |
| |}
| |
|
| |
| =Clown Operative Equipment=
| |
|
| |
| '''STATION PRANKS GONE WRONG!''' You have been chosen by the clownpeople to lead a daring prank raid (''praind??'') on one of nanotrasen's space station. While this prank is sponsored by the syndicate coalition, your clown honor (and genes) dictates that you do not use certain BORING equipment standard nuclear operatives are known for, and instead opt for the more !FUN! equipment you are accostumed to as a clown.
| |
|
| |
| '''Here are some of the biggest changes from the normal operative kit:'''
| |
|
| |
| {|style="text-align: center;" class="wikitable"
| |
| |'''Absolutely no guns!'''
| |
| |'''You can use: ...'''
| |
| |-
| |
| |[[file:bulldog.png|64px]][[file:c20r.png|64px]][[file:sniper.png|64px]]
| |
| |[[file:Pie_cannon.png|64px]] The pie cannon! <br> [[file:fake_c20r.png|64px]][[file:fake_SAW.png|64px]] Foam weapons! <br> [[file:paperplane.png|64px]] Origami!
| |
| |-
| |
| |'''No energy sword/shield!'''
| |
| |'''Bananium weapons!'''
| |
| |-
| |
| |[[file:sword.gif]][[file:DoubleESword.png|64px]][[file:eshield.png|64px]]
| |
| |[[file:banana_sword.gif]][[file:banana_shield.png|64px]]<br>They are slippery on the floor, and the sword is totally harmless, but slips people you hit!
| |
| |-
| |
| |'''No lame bombs!'''
| |
| |'''Use funny bombs!!'''
| |
| |-
| |
| |[[file:syndicate_Bomb.gif]][[file:Syndicate_Minibomb.gif]]
| |
| |[[file:clownbomb.png|64px]] Summon a horde of clowns!<br>[[file:moustache_grenade.png|64px]]Slap a funny moustache on people's faces! (Also teargas!!) <br> [[file:banana.png|64px]]Blow them up with the explosive peel!
| |
| |-
| |
| |colspan="2"|'''Bioweapons are A-OK!!'''
| |
| |-
| |
| |colspan="2"|'''Other funny equipment:''' <br> [[file:clown shoes.png|64px]] Combat clown shoes that don't slip, bananium version that leaves peels behind also available! <br> [[file:firingpinclown.png|64px]] Funny firing pins that only let other clowns use a gun, or VERY funny pins that explode when pulled!!
| |
| |-
| |
| |colspan="2"|[[file:dark_honk.png|64px]] '''A MECH!!!'''
| |
| |-
| |
| |colspan="2"|'''NO CLOWN CAR!!'''
| |
| |}
| |
|
| |
|
| |
| [[Category:Objects]]
| |
| [[Category: Weapons]]
| |