Raw-uplink
Дополнительные действия
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Вещи InteQ
Это (надеюсь) полный список вещей, которыми располагает Предатель и Ядерный Оперативник через Аплинк, платя Телекредиты.
Первая секция содержит в себе все вещи, которые может купить Предатель, где некоторые отмечены, как которые может приобрести Ядерный Оперативник.
Вторая секция содержит вещи, эксклюзивные для Ядерных Оперативников.
Твой Аплинк
Некоторые предметы являются дорогими, зачастую купить все вещи, которые действительно нужны для выполнения миссий не получится. Вы можете получить больше Телекредитов от других Агентов или отдать им свои. Для этого в вкладке Bundles "купите" соответствующее число сырых телекредитов (1, 5, 20 для Агента и возможность вывести 50 для Оперативника). Все Агенты на начало раунда знают кодовые слова и фразы, с помощью которых можно узнать в другом члене экипажа Агента. Однако помните, что Агентам необязательно кооперироваться между собой, и даже если в дорогом ящике, стоящем 40 ТК находится много снаряжения, Агент может ударить другому в спину и присвоить всё себе. В конце концов, лучше иметь две плазменные косы, чем одну. Или три? Или больше?
Однако даже так иногда получится урвать больше, чем положено. В аплинке есть раздел "Discounted Gear", в котором находится до 3 случайных предмета с случайной скидкой, которые можно приобрести лишь единожды.
Contractor kit
Особый набор только для Предателей.
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Bundles
Conspicuous Weapons
Misc. Gadgets
Stealthy Weapons
Explosives
Stealth Gadgets
Space Suits
Implants
Все предметы доступны Ядерным Оперативникам.
(Pointless) Badassery
InteQ Technologies
Race Restricted
No item available to nuclear operatives, as they are humans (AI door!).
| Item | Icon | Race | Cost | description | info |
|---|---|---|---|---|---|
| Extra-Bright Lantern | Файл:Lantern.png | Файл:Moths.gif Moths |
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 Lanternв"ў. Enjoy. |
Role Restricted
No item available to nuclear operatives, they do it for free don't have jobs!
All items from a specific department are also available to the head of said department. The HoP has no department.
| Item | Icon | Role | Cost | description | info |
|---|---|---|---|---|---|
| Reverse Bear Trap |
|
![]() Clown |
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. | |
| Banana Cream Pie Cannon |
|
10 | A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds. | ||
| Reverse Revolver |
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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. 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. |
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| Clown Bomb | 15 | A bomb that releases fifty clowns. It even honks instead of beeping. | |||
| Clown Car | Файл:Clowncar.png | 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. | ||
| Guide to Advanced Mimery Series | Файл:Advanced mimery.pngФайл:Advanced mimery.png | ![]() Mime |
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. | |
| Ancient Toolbox | Файл:Testbox.png | ![]() Assistant |
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! | |
| Ancient Jumpsuit | Файл:Grey jumpsuit.png | 20 | An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights. | ||
| EZ clean bundle | Файл:Grenade.png | ![]() janitor |
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. | |
| His Grace | Файл:His Grace.gif | ![]() Chaplain |
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.
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| Haunted Magic Eightball | Файл:Eightball.png | Файл:Librarian.png Curator |
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. This item is currently bugged, and non-functional. The twenty possible answers are the following: "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. |
| Box of Gorilla Cubes | Файл:Monkey Cube Box.png | Файл:Geneticist.png Geneticist |
6 | A box with 3 Waffle Co. brand gorilla cubes: similar to 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? |
| Modified Syringe Gun |
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14 | A syringe gun that fires DNA injectors instead of normal syringes. | ||
| Magillitis Serum Autoinjector | Файл:Bottle16.png | 15 | Contains a 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. | |
| Blast Cannon | Файл:Loaded blastcannon.png | Файл:Scientist generic.png Scientist |
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. Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space. |
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| Concealed Weapon Bay | Файл:Mecha weapon bay.png | ![]() Roboticist |
3 | The concealed weapon bay is an item that attaches to non-combat mechs such as Ripleys or Odysseuses and allows them to equip one mech weapon. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows). | |
| Laser Arm Implant | Файл:Syndicate autoimplanter.png | 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. | ||
| Australicus Slime Mutator |
|
![]() Roboticist, Файл:Scientist generic.png Scientist |
10 | Requires knowledge in xenobiology to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused gold slime extract it spawns three non-hostile and non-sentient 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 light pink extracts (not included). | |
| Reagent Dartgun | Файл:Regeantdartgun.png | ![]() РҐРёРјРёРє, Файл:Generic cmo.png CMO, ![]() Botanist |
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. | |
| Brainwashing Surgery Program | Файл:Disk.gif | ![]() Medical Doctor, Файл:Generic cmo.png CMO, ![]() Roboticist |
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. | |
| Kinetic Accelerator Pressure Mod | Файл:Modkit.png | ![]() Miner |
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). | |
| Explosive Hot Potato |
|
![]() Botanist, Файл:Generic chef.png Cook, ![]() clown, ![]() Mime |
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! | |
| Butcher's Meat Hook | Файл:Meat hook.png | Файл:Generic chef.png Cook |
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 knockdown. Was originally shaft miner loot. | |
| Disposable Sentry Gun | Файл:Turret.png | Файл:Generic engineer.png Station Engineer |
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 Шаблон: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. | |
| Organic Resources Disturbance Inducer | Файл:Occupational corruption device.png | Файл:Generic hop.png HoP, Файл:Generic qm.png QM |
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
All items available to nuclear operatives.
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| Syndicate Playing Cards | Файл:Syndi cards.png | 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. | |
| Syndicate Briefcase Full of Cash |
|
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. |
| Syndicate Smokes | Файл:Syngarettes.png | 2 | Strong flavor, dense smoke. Each cigarette is infused with 10u nicotine and 15u omnizine. Smoking one of these cigarettes takes about 2 minutes. | Do not confuse with trick cigarettes. |
| Syndicate Balloon | Файл:Balloon.png | 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 Operatives.
Your Uplink
| Файл:Generic nukesyndie.png | Nuclear operatives have a radio 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
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| Bioterror bundle | Файл:Duffle syndiemed.png | 30 | For the madman: Contains a Bioterror spray, Bioterror Grenade, a Poison Kit, a Dart Pistol, a box of syringes, a Donksoft assault rifle, and some extra darts. Remember: Seal suit and equip internals before use. | 12 TC saved |
| Bulldog bundle | Файл:Duffle syndie.png | 13 | Lean and mean: Optimised for people that want to get up close and personal. Contains the popular Bulldog Shotgun, a 12g stun slug drum, a 12g buckshot drum, and a pair of Thermal Imaging Goggles. | 3 TC saved |
| C-20r bundle | Файл:Duffle syndie.png | 14 | Old faithful: The classic C-20r Submachine Gun, bundled with two magazines, and a Suppressor. | |
| Cybernetic Implant Bundle | Файл:Duffle syndiemed.png | 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. |
| Medical bundle | Файл:Duffle syndiemed.png | 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 Chloral Hydrate syringe, and a combat hypospray loaded with:
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 |
| Sniper bundle |
|
20 | Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, two soporific magazine, a free surplus supressor, and a worn out suit and tie. | 6 TC saved. |
| Spetsnaz Pyro bundle | Файл:Duffle syndie.png | 30 | For systematic suppression of carbon lifeforms in close range: Contains an elite fireproof hardsuit, a pyro backpack fire sprayer, a Stechkin APS pistol, two incendiary magazines, a bottle of flammable vodka, a pipebomb, and a 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.
| Item | Icon | Cost | description | info | ||||||||||||||||||||||||
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| Bulldog Shotgun |
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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.
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| C-20r Submachine Gun |
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13 | Has 24-round magazines and uses .45 rounds. A reliable and robust weapon. Can also be fitted with a Silencer. Starts with a syndicate firing pin, which prevents enemies from using it.
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| L6 Squad Automatic Weapon |
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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.
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| Sniper Rifle |
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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. 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. |
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| Surplus SMG | Файл:Plastikov.png | 2 | An ancient 9x19mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much.
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Substituted the mosin. A more forgiving weapon for shoot-ers and shoot-ats. | ||||||||||||||||||||||||
| Stechkin APS Machine Pistol | Файл:Stetchkin.png | 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.
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Not to be confused with the Makarov Pistol, which used to be named "Stechkin Pistol". Has fire delay and adds 10 spread. | ||||||||||||||||||||||||
| M-90gl Carbine |
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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.
Шаблон:Leftclick Primary fire. |
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| Flamethrower | Файл:Flamethrower.png | 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? | ||||||||||||||||||||||||
| Toy Submachine Gun | Файл:Fake c20r.png | 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.
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aka donksoft SMG | ||||||||||||||||||||||||
| Toy Machine Gun | Файл:Fake SAW.png | 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.
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aka donksoft LMG | ||||||||||||||||||||||||
| 84mm Rocket Propelled Grenade Launcher |
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8 | A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.
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| Biohazardous Chemical Sprayer | Файл:Bio chem sprayer.png | 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
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| Bioterror Foam Grenade | Файл:Grenade.png | 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. | |
| Buzzkill Grenade Box |
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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. | |
| Fungal Tuberculosis Grenade | Файл:Box.png | 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. | |
| Viscerator Delivery Grenade | Файл:Delivery grenade.png | 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. | |
| Grenadier's Belt | Файл:Combat belt.png | 22 | A belt containing a large amount of assorted grenades. TO be specific, it contains:
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| Syndicate Detonator | Файл:Big red button.png | 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
| Item | Icon | Cost | description | info | ||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| CQC Manual | Файл:CQC manual.png | 13 | Reading this single-use book will teach you the basics of CQC - a martial art. You learn devastating combos and when throw is active, have a chance to block and counter attacks. This is the same skill as Cooks can use in the kitchen, except anywhere. Your Шаблон:Harm does bonus damage, and your Шаблон: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 Шаблон:Combat Mode on. Possible Combos:
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| Combat Gloves Plus | Файл:BGloves.png | 5 | A pair of gloves that are fireproof and electrically insulated, however unlike the regular Combat Gloves these use nanotechnology to teach the martial art of krav maga to the wearer. |
Space Suits and Hardsuits
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| Elite Syndicate Hardsuit | Файл:Elite hardsuit.png | 8 | Works like a Syndicate Hardsuit, but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons. Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100. |
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| Shielded Hardsuit | Файл:Syndi hardsuit.png | 30 | Looks like a 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. Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100. |
Stealth and Camouflage Items
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| Stealthy No-Slip Chameleon Shoes | Файл:Brshoe.png | 4 | The nuke ops version of chameleon no-slips. |
Devices and Tools
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| Syndicate Jaws of Life | Файл:Syndicate jaws.png | 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. | |
| Blood-Red Magboots | Файл:Syndi magboots.png | 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. | |
| Assault Pod Targeting Device | Файл:Gangtool red.png | 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! |
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| Energy Shield | Файл:Eshield.png | 16 | An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. | |
| Medbeam Gun | Файл:Medgun.png | 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. |
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| Syndicate Medical Supply Kit | Файл:Syndicate Medical Supply Kit.png | 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). | |
| Syndicate Sentience Potion | Файл:Intell potion.png | 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. | |
| Guerrilla Gloves | Файл:BGloves.png | 2 | Syndicate version of 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.
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| CNS Rebooter Implant |
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12 | This implant will shorten any stun longer than 4 seconds to 4 seconds. | |
| Microbomb Implant | Файл:Injector.png | 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. | |
| Macrobomb Implant | Файл:Injector.png | 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. | |
| Reviver Implant |
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8 | This implant will heal you once you fall into crit, then goes into cooldown. | |
| Thermal Vision Implant |
|
8 | Like optical thermal goggles, it lets you see all living beings through walls, and enhances your vision in the dark. | |
| X-Ray Vision Implant |
|
10 | Allows unrestricted vision through walls, though light level will still play a role. | |
| Box of Deathrattle Implants | Файл:Injector.png | 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
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| Dark Gygax |
|
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 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. |
|
| Dark Mauler |
|
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). | |
| Syndicate Cyborg | Файл:Syndieborg.png | 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.
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. |
|
| Reinforcements | Файл:Generic nukesyndie.png | 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
| Item | Icon | Cost | description | info |
|---|---|---|---|---|
| Broken Chameleon Kit | ![]()
|
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. | |
| Centcom Official Costume | Файл:Centcomcommander.png
|
4 | Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key. | |
| Clown Costume | Файл:Clownduffle.pngФайл:Generic clown.png | 4 | Contains a complete Clown outfit. | |
| Sleepy Time Pajama Bundle | Файл:Syndi pajama.png
|
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:
| Absolutely no guns! | You can use: ... |
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|
The pie cannon! Файл:Fake c20r.pngФайл:Fake SAW.png Foam weapons! Файл:Paperplane.png Origami! |
| No energy sword/shield! | Bananium weapons! |
| Файл:Banana sword.gifФайл:Banana shield.png They are slippery on the floor, and the sword is totally harmless, but slips people you hit! | |
| No lame bombs! | Use funny bombs!! |
| Файл:Clownbomb.png Summon a horde of clowns! Файл:Moustache grenade.pngSlap a funny moustache on people's faces! (Also teargas!!) Файл:Banana.pngBlow them up with the explosive peel! | |
| Bioweapons are A-OK!! | |
Other funny equipment: Combat clown shoes that don't slip, bananium version that leaves peels behind also available! Файл:Firingpinclown.png Funny firing pins that only let other clowns use a gun, or VERY funny pins that explode when pulled!! | |
| Файл:Dark honk.png A MECH!!! | |
| NO CLOWN CAR!! | |




















































































































































