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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="Cybernetic_Implant_Bundle"|Cybernetic Implant Bundle |[[file:Duffle_syndiemed.png]] |style="text-align: center;"|40 |Содержит 5 случайных кибер-имплантов. Гарантированно окупает свою стоимость. |С самым дорогим имплантом макробомба за 20 ТК, максимальная экономия будет около 60% и в среднем ниже. Стоит проверить другие категории скидок перед покупкой. |- |id="Medical_bundle"|Medical bundle |[[file:Duffle_syndiemed.png]] |style="text-align: center;"|15 |Специалист по поддержке : Помогайте своим товарищам по команде с этим медицинским набором. Внутри вы найдете: боевую медицинскую аптечку с бинтами, компактный дефибриллятор, пластыри от ушибов/ожогов, шприц с [[Guide_to_chemistry#Chloral_Hydrate|Хлоралгидратом]], и боевой гипоспрей вмещающий в себя: *30 юнитов [[Guide_to_chemistry#Epinephrine|Эпинефрина]] *30 юнитов [[Guide_to_chemistry#Omnizine|Омнизина]] *15 юнитов [[Guide_to_chemistry#Leporazine|Лепоразина]] *15 юнитов [[Guide_to_chemistry#Atropine|Атропина]] Также включает HUD очки ночного виденья/здоровья, пулемет Donksoft, коробку с боеприпасами и магбутсы для спасения союзников в состояние невесомости. |Спасенные 5 ТК. |- |id="Spetsnaz_Pyro_bundle"|Spetsnaz Pyro bundle |[[file:Duffle_syndie.png]] |style="text-align: center;"|30 |Для систематического подавления углеродных форм жизни на ближней дистанции: Содержит в себе [[#Elite Syndicate Hardsuit|элитный мод-костюм синдиката]], a вместе а вместе с ним пиро-ранцевый распылитель, [[#Stechkin APS|Пистолет Стечкина]], два увеличенных магазина, бутылка водки, a [[#Syndicate Minibomb|самодельную бомбу]], and a [[#Stimpack|Стимулятивный медипен]] . |Сохранит 12 ТК. Рюкзак-распылитель, если честно, так себе. Ради всего святого, '''не подожгите своих напарников!!''' |- |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! |} ===Weapons and Weapon Kits=== '''Note:''' Most weapons come as kits, cases that include both the gun and some extra magazines. Available ammunition 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:Nukeop case.png]] [[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. The kit includes the bulldog shotgun and three spare standard magazines (four, if you count the loaded secondary magazine that comes with the gun). {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! 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 Meteorslug |A 8 round drum magazine for use in the Bulldog Shotgun. Meteor Slugs shoot one single 30 damage meteor, that stuns any person it hits for a moment. The real value of these shells is that anything hit by them is knocked away or dealt massive damage. This lets you instantly destroy walls and windows, as well as breaching airlocks, leaving their frame vulnerable and locked. | 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 |} | |- | id="C-20r_Submachine_Gun" |C-20r Submachine Gun |[[File:Nukeop case.png]] [[file:C20r.png]] | style="text-align: center;" |14 |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. The kit comes with three standard spare magazines. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! 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;" |2 |- |[[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;" |4 |- |[[file:45Mag.png]] | .45 Hollow Point SMG Magazine |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. It deals a whooping 50 raw damage, though it falls substantially when armor comes into play. | style="text-align: center;" |4 |} | |- | id="SAW" |L6 Squad Automatic Weapon Case |[[file:L6machinegun.png]] | style="text-align: center;" | 18 |Holds the most ammo of any gun available: 50 7mm 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. This comes as a single weapon, and with no spare ammunition. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" | ammo types !cost |- |[[file:A762.png]] |7mm Box Magazine |A 50-round magazine of 7mm 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;" | 2 |- |[[file:A762.png]] |7mm (Hollow-Point) Box Magazine |A 50-round magazine of 7mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor. | style="text-align: center;" | 4 |- |[[file:A762.png]] |7mm (Incendiary) Box Magazine |A 50-round magazine of 7mm 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;" |3 |- |[[file:A762.png]] |7mm (Armor Penetrating) Box Magazine |A 50-round magazine of 7mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor. | style="text-align: center;" |4 |- |[[file:A762.png]] |7mm (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;" |5 |} | |- | id="Sniper_Rifle" | Sniper Rifle |[[File:Nukeop case.png]] [[file:Sniper.png]] | style="text-align: center;" |18 |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. Comes with three spare magazines, two standard and one disruptor, as well as a suit (with the same stats as your starting turtleneck), tie, pen and folder. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! 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;" |2 |- |[[File:Penetrator.png|frameless]] | 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;" |4 |- |[[file:Sniper_ammo_sleep.png]] | id=".50_Soporific_Magazine" | .50 Disruptor Magazine |A 6-round magazine of .50 disruptor ammunition for the sniper rifle. Deals almost no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds, and an EMP will trigger around the impact point. | style="text-align: center;" |2 |- |[[file:Sniper_ammo_blood.png]] |.50 Marksman Magazine |A 6-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 |- | |.50 Incendiary Magazine |A 6-round magazine of .50 incendiary ammunition for the sniper rifle. It deals 70 fire damage instead of brute, and unleashes a large fireball around the point of impact, making it more suited for crowd control. |3 |- | |.50 Surplus Magazine Box |A box with 7 surplus magazines inside. These are slightly worse than normal mags, lacking some of its penetrating power and the stun, but they are 50% cheaper, which can be handy when you're in need of a large amount of bullets. |7 |} | |- | 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. This comes as a single weapon, and with no spare ammunition. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! 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_APS_Machine_Pistol" |Ansem Pistol |[[File:Nukeop case.png]] [[file:Stetchkin.png]] | style="text-align: center;" |8 |A Syndicate 10mm semi-automatic pistol. Uses 10mm auto rounds in 8-round magazines and is compatible with suppressors. The case comes with three extra standard magazines for the Ansem {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types ! cost |- |[[file:9mmaps.png]] | id="Stechkin_Magazine" |10mm Ansem Magazine |An additional 8-round 10mm magazine, compatible with the Ansem pistol. 40 raw BRUTE damage. | style="text-align: center;" |2 |- |[[file:9mmaps.png]] |10mm Ansem Incendiary Magazine |An 8-round magazine full of incendiary bullets that deal 20 BRUTE damage, set the target aflame, and leave a trail of fire in their path. |3 |- |[[file:9mmaps.png]] |10mm Ansem Armor Piercing Magazine |An 8-round magazine for the Ansem pistol. Armor piercing bullets deal 35 BRUTE damage, but go through most armor types |4 |- |[[file:9mmaps.png]] |10mm Ansem Hollow Point Magazine |An 8-round magazine for the Ansem pistol. Hollow points deal 50 raw BRUTE damage, though they are easily stopped by any armor the target may be wearing. |4 |} It's important to note that this pistol is the same you start with in your belt slot, so buying separate magazines might be worth it for some operatives more than buying the whole kit. | |- | id="M-90gl_Carbine" |M-90gl Carbine |[[File:Nukeop case.png]] [[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. The case also contains 2 extra magazines and a box of 4 rubber tipped grenades for the launcher. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! 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 HE 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;" |2 |- |[[file:40mmHE_ammo.png]] |40mm Rubber Slug Grenade Box |A box of four 40mm rubber-tipped grenades for use with the M-90gl's underbarrel launcher. Instead of the typical explosion, these will knock down the target, dealing 120 stamina damage and 20 BRUTE. The only way to acquire these is from the free box that comes with the kit. |N/A |} {{Leftclick}} Primary fire. <br> {{Rightclick}} Grenade launcher. | |- | id="84mm_Rocket_Propelled_Grenade_Launcher" |84mm Rocket Propelled Grenade Launcher |[[File:Nukeop case.png]] [[File:Dardo RL.png]] | style="text-align: center;" |8 |A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round. The case comes with a bouquet of three aditional HE rockets. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types !cost |- |[[File:RL ammo.png]] |84mm HE Rocket |A bouquet of three low-yield anti-personnel HE rocket. | style="text-align: center;" |2 |- |[[File:HEAP ammo.png]] | 84mm HEAP Rocket |A high-yield HEAP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel. | style="text-align: center;" |4 |} '''Note:''' HE rockets are bought in bundles of three for 2 TC, and the HEAP ones are bought a single one at a time. Keep that in mind when bulk buying ammo for the launcher. | |- |Syndicate Revolver kit |[[File:Nukeop case.png]] |14 |A case containing the very same Syndicate revolver that traitors can buy, with three additional .357 speedloaders and a few specialized ammo options available as standalone purchases. {| class="mw-collapsible mw-collapsed" style="width:100%" |+ !Icon !Название !Ammo Types !Cost |- |[[file:357_speedloader.png]] |.357 Speedloader |Standard .357 ammunition, deals 60 damage per shot. Exactly the same one traitors use. |2 |- |[[file:357_speedloader.png]] |.357 Phasic Speedloader |Specialized .357 ammunition that only deals 35 BRUTE damage per shot, however, the main advantage of these bullets is their ability to go unphased through walls and armor, ensuring a plain 35 BRUTE on every hit. |5 |- |[[file:357_speedloader.png]] |.357 Heartseeker Speedloader |Specialized .357 ammunition that deals 50 BRUTE per shot, but homes in towards targets, making it better suited for longer ranges. |3 |} | |- |Energy Shield/Sword Case |[[file:Eshield.png]] [[File:Nukeop case.png]] |14 |A melee focused weapon kit that contains an energy sword, an energy shield, and a (fake) medieval helmet. Takes more skill to use, but the high deflection chance of the energy shield and sword combined can be devastating if the crew is using lasers to fight you. Alternatively, you can buy the energy sword as a standalone item for 8TC under the "conspicuous weapons" section. | |- |Double-Bladed Energy Sword Case |[[File:Nukeop case.png]] |18 |An even more melee focused weapon kit, that includes a double-bladed energy sword, an anti-slip module for your MODsuit, a meth autoinjector and a bar of Syndicate soap. If your team ends up buying the chemical plant keycard, you might be interested in concocting something to counteract the meth's innate brain damage, or buy a stimpack if you don't want to bother with chemistry. There's also a prisoner jumpsuit on the case, though it lacks the protection of the turtleneck you start with. | |- |CQC Case |[[File:Nukeop case.png]] [[file:CQC_manual.png]] |14 |This kit contains a CQC manual that will train you in such martial art. Upon reading this one-use book, you'll learn how to perform devastating melee combos by chaining a series of actions, as displayed in the following table: {| class="mw-collapsible mw-collapsed" style="width:100%" border="1" cellspacing="0" cellpadding="2" ! scope="col" style="background-color:#FA8778;" |Combo name ! scope="col" style="width:240px; background-color:#FA8778;" |Combo ! scope="col" 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). |} CQC will also make all your grabs start as agressive, and your punches deal more damage. On top of that, the case also contains a bandana, some omnizine cigarettes, and a stealth implant. | |- | id="Flamethrower" | Flamethrower (*) |[[file:Flamethrower.png]] | style="text-align: center;" |15 |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 MODsuits are fireproof.''' Can be found in the base ordnance laboratory. |Identical to a craftable flamethrower. |- | id="Biohazardous_Chemical_Sprayer" | Biohazardous Chemical Sprayer (*) |[[file:Bio_chem_sprayer.png]] | style="text-align: center;" |15 |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. Found in the base bio-weapon laboratory. |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. |} (*) This item can be found in one of the syndicate base laboratories, and cannot bought in the uplink. The cost is shown as that of the required key. === Base keys === '''Note:''' There are several locked rooms in the Syndicate base. These can only be accessed via special keycards, bought in the uplink. Only one operative needs to buy a key for the whole team to be able to access the laboratory, and buying more than one copy of each keycard is a waste of TC {| class="wikitable sortable" |+ !Item !Icon !Cost !Description |- |Syndicate Ordnance Laboratory Access Card |[[File:Syndicate labkey.png]] |15 |Grants access to the Ordnance Laboratory, where you'll find gas canisters, tank transfer valves, and other equipment to let you make gas-based explosives. using this item effectively will need you to know enough [[Guide to Ordnance|ordnance]], so your bombs will be effective. On top of that, you get a flamethrower and powerfist for free, which can be found on the lab. |- |Syndicate Bio-Weapon Laboratory Access Card |[[File:Syndicate labkey.png]] |15 |Grants access to the Bio-Weapon Laboratory, which has a small slime pen, hydroponics trays and a PanD.E.M.I.C, as well as enough gear to let you use these machines to your advantage as you see fit. This does mean that you have to know your way around [[Guide to hydroponics|botany]], [[Guide to virology|virology]] or [[Guide to xenobiology|xenobiology]] to make effective use of this laboratory. A fully loaded Bioterror Spray is available at the lab for free as well, if you plan on using it. |- |Syndicate Chemical Plant Access Card |[[File:Syndicate labkey.png]] |15 |Grants access to the Chemical Plant, that lets you make an extensive range of chemicals to aid in your operation. This can range from incredibly deadly weapons to powerful combat medication, though you'll need to know proper [[Guide to chemistry|chemistry]] to make the most out of this purchase. Inside the laboratory, you'll find an emagged, upgraded chemical dispenser and a plumbing constructor, as well as your typical chemist equipment. On top of that, there's a dart pistol availabe for free inside the plant. |- |Lopez's Access Card |[[File:Lopez's keycard.png]] |5 |Grants access to a small freezer found in the bar, where you can find a large amount of food and ingredients for whatever dish you want to make. A good read to the [[guide to food]] can give you some ideas if that's what you're going for. |} ===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. |Bought in three unit boxes for 15TC |- | 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="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'''. | |} === MODsuits and Modules=== {| class="wikitable sortable" !Item ! class="unsortable" |Icon !Cost ! class="unsortable" |description ! class="unsortable" |info |- | id="Elite_Syndicate_Hardsuit" | Elite Syndicate MODsuit |[[File:Elite MOD control.png]] | style="text-align: center;" |8 |Works like a [[Syndicate Items#Syndicate MODsuit|Syndicate MODdsuit]], but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons. | |- | id="Shielded_Hardsuit" |MOD Energy Shield |[[File:Energyshield.png|alt=]] | style="text-align: center;" |8 |A module compatible with any MODsuit. It automatically generates a personal energy shield around the user, capable of completely nullifying a single hit, and then dissipating. The shield will reactivate after a few seconds, allowing another block. | |- |MOD Injector |[[File:Injector_module.png|alt=]] |2 |A MODsuit module that allows you to deploy a specialized syringe that can hold up to 30u of chemicals, and inject them through any clothing the person might be wearing. | |- |MODsuit Holster |[[File:Holster_module.png|alt=]] |2 |This module will allow you to conceal most guns, and quickly deploy them in case of need. Despite its appearance, it works with all but the biggest guns you can purchase. | |- |MOD advanced EMP shield |[[File:Empshield_module.png|alt=]] |5 |Passive module that will protect your MODsuit from malfunctioning due to an EMP. Unlike the standard version, this won't drain your cell as much. | |- |Medbeam Module |[[file:Medgun.png]] |15 |A specialized medical module that allows you to deploy a Medbeam Gun to your wrist at will. Using this on someone will heal them over time and at range, allowing you to keep them healthy without taking too much of your attention. You cannot target yourself '''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.''' | |- |} ===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="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. | |- |Syndicate Intellicard | |12 |Special device that, when activated, will prompt ghosts to take the role of a carded AI. Once online, this AI can be uploaded to anything a normal AI can, including your MODsuit, though it needs to be right next to the machinery you want to control unless you buy a special upgrade. Even without it, it's still able to control your MODsuit modules and move it if you fall unconscious or die. Alternatively, you can try to replace the station AI with one of your own, if that's what you're going for. | |- |AI Interaction Range Upgrade | |4 |Chip that allows your AI to interact with devices at longer ranges, specifically 2 tiles per use. Consecutive uses on the same AI will stack. | |} ===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. | |- |Plausible Deniability Implant |[[file:injector.png]] |6 |Completely prevents both soft and hard critical condition, allowing you to stay in the fight longer! Exactly ten seconds longer, to be precise. Ten seconds after you would have entered critical condition, you explode, even if you've been healed above the threshold. Decent for one last hoorah to do as much damage to the crew as possible, but makes it so your other operatives can't save you. | |- | 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;" |60 | 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. Has thrusters for space-maneuverability. | |- | id="Dark_Mauler" |Dark Mauler |[[file:DarkMarauder.png]] | style="text-align: center;" |100 |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. | |- |Overwatch Reinforcement |[[File:Overwatch Agent.png]] |12 |You'll receive a Reinforcement Teleporter. When you activate it, ghosts will be prompted to become a Syndicate Overwatch Agent. If any were to accept, they'll spawn in the sealed bunker northwest of the base, with boards to build another infiltrator control console, an advanced camera console, a station announcements console, and a last, special computer that lets you watch your team via pre-oinstalled bodycams. Their headset has a loud mode, just like the station heads' ones, and they start with the Codespeak language by default. Useful if you need more coordination or if you plan on using the Steel Rain drop pod. | |} ===(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="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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