Syndicate operatives get access to the following items during the Nuclear Emergency.
Nuclear Operatives also get access to Traitor Items with the exception of the following equipment:
Highly Visible and Dangerous Weapons
Primary weapons and devices expressly designed to wreak havoc among one's enemies.
Support and Mechanized Exosuits
Stealthy and Inconspicuous Weapons
Ammunition
Ammunition for the various weapons employed by Nuclear Agents.
Space Suits and Hardsuits
Item | Cost | Coverage | Brute | Bullet | Laser | Energy | Bomb | Bio | Rad | Description |
Blood-Red Hardsuit ![]() |
N/A | Full Body | 40 | 50 | 30 | 15 | 35 | 100 | 50 | The feared suit of a syndicate nuclear agent. Toggling the suit into combat mode will allow you all the mobility of a loose fitting uniform without sacrificing armor. Additionally the suit is collapsible, small enough to fit within a backpack. Comes packaged with internals. Nanotrasen crewmembers are trained to report red space suit sightings, these suits in particular are known to drive employees into a panic. |
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Elite Syndicate Hardsuit Файл:Elite Syndi Hardsuit.png |
8 TC | Full Body | 60 | 60 | 50 | 25 | 55 | 100 | 70 | The elite Syndicate hardsuit is worn by elite Syndicate operatives. Features greater armouring to its traditional counterpart along with fireproofing. The combat mode enables greater mobility at the cost of sacrificing space-proofing. Nanotrasen crewmembers are trained to report Syndicate space suit sightings; these suits in particular are known to drive employees into a panic. |
Shielded Syndicate Hardsuit ![]() |
30 TC | Full Body | 40 | 50 | 30 | 15 | 35 | 100 | 50 | This hardsuit is identical to its cousin the Blood-Red Hardsuit, however unlike its cousin it features an overshield capable of absorbing the shock from three projectile bullets in a short duration. The shield slowly recharges itself over time, and is capable of deflecting an infinite number of projectiles so long as the shield is given adequate time to charge back up. |
Grenades and Explosives
Stealth and Camouflage Items
Devices and Tools
Item | Cost | Purpose | Description |
Blood-Red Magboots ![]() |
2 TC | Staying upright in zero-gravity environments. | A pair of magnetic boots with a Syndicate paintjob that assist with freer movement in space or on-station during gravitational generator failures. Just like Nanotrasen magboots, these boots will slow you down while active in indoor areas. |
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Medbeam Gun ![]() |
15 TC | Providing medical aid to a target. | A beam gun which can heal both brute and burn damage on a target. This gun also has a chance to mend broken bones with each healing pulse. Caution is advised if the team has more than two Medbeam gun users, as crossing the beams will result in an explosion. |
Energy Shield ![]() |
16 TC | Blocking and defending energy-based projectiles. | Capable of deflecting energy projectiles, the Energy Shield is ideally paired with a weapon. It is completely useless against ballistic weaponry, meaning you should prioritize targets with ballistics while using it. |
Combat Medic Kit ![]() |
7 TC | Healing and reviving other operatives. | The first aid kit comes with a combat defibrillator, four synthflesh patches, a night vision medical hud, and a hypospray filled with combat stims. |
Syndicate Detonator ![]() |
3 TC | Synchronizing syndicate bomb detonations. | Activating this will set off all currently planted Syndicate Bombs in five seconds. |
Diamond Tipped Thermal Safe Drill![]() |
1 TC | Forcing open that pesky safe. | For when the captain decides to put the nuke disk inside his floor safe - this is one of only two ways to force it open. To use the drill, first attach it to the safe and then activate it to start the drilling. Once completed, you'll need to remove the drill before you can open the safe up. It's advised to have someone on the team keep a single telecrystal spare to buy this, lest you find yourself right on top of the disk with no means to get to it. |
Assault Pod Targeting Device ![]() |
25 TC | Space Marine Roleplay and aggressive boarding of hostile ships. | The assault pod is a heavily armored and weaponized mobile base that can be crashed into the ship you have been tasked with destroying. The pod comes equipped with 8 automated machine guns on its hull which will fire upon any non-Syndicate targets in range. Keep in mind that although the pod gives you a very defensible entry point when starting your attack, it is a one way trip. |
Teleporter Circuit Board Файл:CircuitboardTele.png |
20 TC | Warping onto the Nanotrasen ship. | A printed circuit board that completes the teleporter on-board the mothership. Mostly useless, since a teleporter board can be stolen for the cost of a few blocks of C4 from telecomms, or from the abandoned teleporter. |