imported>TZK13 |
imported>Steelpoint |
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| |image = Eshield.png | | |image = Eshield.png |
| |foundin = Ordered via syndicate uplink, costs 16 telecrystals, only available to Nuclear Agents. | | |foundin = Ordered via syndicate uplink, costs 16 telecrystals, only available to Nuclear Agents. |
− | |usedfor = ??? | + | |usedfor = Protecting yourself from energy weapons |
− | |strategy = ??? | + | |strategy = This is a very powerful asset, it will deflect all energy based attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury's riot shotguns will be effective in bypassing the energy shield. While expensive, having the people up front wield a energy shield makes for a good breaching strategy. |
| |description = An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. | | |description = An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. |
| + | }} |
| + | |
| + | ===Bulldog=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Bulldog Shotgun |
| + | |image = Bulldog.png |
| + | |foundin = Issued to Syndicate Operatives for free, only available to Nuclear Agents. |
| + | |usedfor = Killing/Stunning people. |
| + | |strategy = A robust and free primary shotgun. Holds a wide selection of ammo types. |
| + | |description = The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. Given to each Operative for free at mission start, this can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (unpredictable damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. A Bulldog with stun shells and a Sketchin can make for a cheap alternative C20r SMG when strapped for telecrystals. |
| + | }} |
| + | |
| + | ===Ammo-12g Stun Slug=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Stun Slug Drum Magazine |
| + | |image = StunSlug.png |
| + | |foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog. |
| + | |usedfor = Loading the Bulldog. |
| + | |strategy = Lock and load. |
| + | |description = A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit. A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Sketchin pistol, it can make for a ok alternative to a C20r. |
| + | }} |
| + | |
| + | ===Ammo-12g Buckshot=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Buckshot Drum Magazine |
| + | |image = BuckshotBull.png |
| + | |foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. |
| + | |usedfor = Loading the Bulldog. |
| + | |strategy = Lock and load. |
| + | |description = 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 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage. 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. |
| + | }} |
| + | |
| + | ===Ammo-12g Dragon's Breath=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Dragon Breath Drum Magazine |
| + | |image = BuckshotBull.png |
| + | |foundin = Ordered via syndicate uplink, costs 3 telecrystal, only available to Nuclear Agents. |
| + | |usedfor = Loading the Bulldog. |
| + | |strategy = Lock and load. |
| + | |description = A 8 round drum magazine for use in the Bulldog Shotgun. While slightly more expensive than the Buckshot Magazine, the 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. |
| }} | | }} |
| | | |
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| |usedfor = Killing/Stunning people. | | |usedfor = Killing/Stunning people. |
| |strategy = The signature weapon of Nuke Ops, it deals reliable damage and almost always knocks down the target. | | |strategy = The signature weapon of Nuke Ops, it deals reliable damage and almost always knocks down the target. |
− | |description = Nuke Ops no longer spawn with an SMG, they must now buy it. It knocks the target down, similar to the detective's revolver, though chances are if you go down, you're not getting back up. Deals 20 brute damage per round with additional magazines costing 2 telecrystals. | + | |description = Nuke Ops do not spawn with an SMG, they must buy it. It knocks the target down, similar to the detective's revolver, though chances are if you go down, you're not getting back up. Deals 20 brute damage per round with additional magazines costing 2 telecrystals. A reliable and robust weapon worthy of the reputation given to it and a worthy addition to your arsenal. |
| }} | | }} |
| | | |
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| |strategy = Lock and load. | | |strategy = Lock and load. |
| |description = A 20-round 12mm magazine for use in the C-20r submachine gun. | | |description = A 20-round 12mm magazine for use in the C-20r submachine gun. |
| + | }} |
| + | |
| + | ===C90gl Assault Rifle=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = C90gl Assault Rifle |
| + | |image = C90gl.png |
| + | |foundin = Ordered via syndicate uplink, costs 18 telecrystals, only available to Nuclear Agents. |
| + | |usedfor = Killing/Blowing up people. |
| + | |strategy = A alternative to the C20r, trades stunability with greater lethality and a attached grenade launcher. |
| + | |description = Holding 30 rounds and dealing 35 damage per bullet, the C90 is aimed for operatives who want higher lethality with their firearm. While the C90 costs 4 more tc's than the C20, you gain a higher magazine size, a three shot crit weapon and a underslung grenade launcher. If you trust your aim this makes for a very worthy alternative to the C20r. |
| + | }} |
| + | |
| + | ===Ammo-5.45x39mm=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Ammo-5.45x39mm |
| + | |image = 5.45mm.png |
| + | |foundin = Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. |
| + | |usedfor = Loading the Assault Rifle. |
| + | |strategy = Lock and load. |
| + | |description = A 30-round 5.45x39mm magazine for use in the C-90gl assault rifle. |
| + | }} |
| + | |
| + | ===Ammo-40mm Grenade Box=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Ammo-40 mm Grenade |
| + | |image = 40mmGrenade.png |
| + | |foundin = Ordered via syndicate uplink, costs X telecrystal, only available to Nuclear Agents. |
| + | |usedfor = Loading the Assault Rifle. |
| + | |strategy = Lock and load. |
| + | |description = A box containing four 40mm Grenades for use in the C-90gl assault rifle. |
| }} | | }} |
| | | |
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| |usedfor = Mowing down people. | | |usedfor = Mowing down people. |
| |strategy = An expensive investment, designed for consistent and powerful fire support for assault teams. | | |strategy = An expensive investment, designed for consistent and powerful fire support for assault teams. |
− | |description = Holds the most ammo of any gun available: 50 rounds dealing 60 brute damage each. Two good shots on someone and they're down. Its heavy investment cost means at most only a single weapon will be used by the Ops if any at all. Most nuke op teams prefer to invest in a Mech over the L6 due to the heavy risk of the L6 user being knocked down and having the weapon turned on the team. The operative using the L6 SAW should remain close to their team and not move alone and risk losing the gun. | + | |description = Holds the most ammo of any gun available: 50 rounds dealing 60 brute damage each. Two good shots on someone and they're down. Its heavy investment cost means at most only a single weapon will be used by the Ops if any at all. Most nuke op teams prefer to invest in a Mech or Cyborg over the L6 due to the heavy risk of the L6 user being knocked down and having the weapon turned on the team, and just the heavy cost in general. The operative using the L6 SAW should remain close to their team and not move alone and risk losing the gun. |
| }} | | }} |
| | | |