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==Your Uplink== {| |[[File:generic_nukesyndie.png]] |Nuclear operatives have a radio [[file:radio.png]] 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 30 telecrystals to start with, and receive much 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 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]] |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]] |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]] |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]] |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]] |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 [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] syringe, and a combat hypospray loaded with: *30 units of [[Guide_to_chemistry#Epinephrine|Epinephrine]] *30 units of [[Guide_to_chemistry#Omnizine|Omnizine]] *15 units of [[Guide_to_chemistry#Leporazine|Leporazine]] *15 units of [[Guide_to_chemistry#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]] |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]] |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!!''' |- |Syndicate Induction Kit |[[file:Syndibox.png]] |10 |A rather odd piece of equipment, this bundle contains a set of rudimentary and basic nuclear operative equipment, but most importantly, an induction implant, which officially 'inducts' any valid antagonist into the nuclear operative team. Contains: * One Ansem pistol * One 10mm AP magazine * One 10mm HP magazine * Energy Dagger * Syndicate Headset * Nuclear PDA * Agent Card * Space Suit and Helmet * Jet Harness * Induction Implant |Total kit has a rough value of ~25 TC, though basically all of it is just things nuclear operatives get for free. Normal crew members cannot get induced, and neither can ERTs. However, any other antagonist, including traitors, changelings, heretics, and even hypnoflashed people can! |} ===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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |.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]] |.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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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:Penetrator.png|frameless]] |id=".50_Penetrator_Magazine"|.50 Penetrator Magazine |A 5-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]] |id=".50_Soporific_Magazine"|.50 Soporific Magazine |A 3-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 |- |[[file:Sniper_ammo_blood.png]] |.50 Marksman Magazine |A 5-round magazine of .50 marksman ammunition for the sniper rifle. It's hitscan with one guaranteed ricochet, deals 50 damage, penetrates armor, and stuns if they aren't wearing armor. |style="text-align: center;"|5 |} | |- |id="Surplus_SMG"|Surplus SMG |[[file:Plastikov.png]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |84mm HE Rocket |A low-yield anti-personnel HE rocket. |style="text-align: center;"|4 |- |[[file:84mm-hedp_ammo.png]] |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]] |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. |Due to the way sprayers distribute chems, and the fact that this is loaded with SIX different poisons (Initropidril, Venom, Polonium, Coniine, Sodium Thiopental, and Condensed Capascin,) this is almost entirely useless in its current state unless you spray someone several times on the 10u setting at point blank. |} === 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]] |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]] |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]] |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]] |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]] |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 [[Guide_to_chemistry#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]] |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]] |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 target is lying down, deals 10 brute and 45 stamina damage. If the target is in stamcrit while down, deals a 10 sec knockout. Kicks also knock the target back one tile. |- |'''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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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]] |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 it 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]] |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]] |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]][[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]][[file:centcomcommander.png]] |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]][[file:Generic_clown.png]] |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]][[File:Syndi_pajama.png]] |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. | |}
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