imported>Kingofkosmos |
imported>Steelpoint |
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| }} | | }} |
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− | ===Cyanide Pill=== | + | ===L6 SAW=== |
| {{Item | | {{Item |
| |bgcolor1 = #cccccc | | |bgcolor1 = #cccccc |
| |bgcolor2 = #cccccc | | |bgcolor2 = #cccccc |
| |name = Cyanide pill | | |name = Cyanide pill |
− | |image = Toxin_pill.png | + | |image = L6machinegun.png |
− | |foundin = [[Syndicate guide|Nuclear Agents]] | + | |foundin = [[Ordered via syndicate uplink, costs 20 telecrystals, only available to Nuclear Agents.]] |
− | |usedfor = Killing people | + | |usedfor = Destroying people |
− | |strategy = This little pill kills quickly and knocks out the subject, but force-feeding it has a slight delay. | + | |strategy = An expensive investment, designed for consistent and powerful fire support for assault teams. |
− | |description = This is a nasty little orange pill that will kill someone almost instantly if they eat it. However, like all pills, there is a delay while you try to force it down someone's throat. And they will almost certainly move and yell for help. So, it's best to knock out or stun someone before you try giving them one. They only spawn in your inventory as a syndicate operative in nuke mode. It's actually supposed to be used to commit suicide should you get captured, but who cares about that? | + | |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. |
| + | }} |
| + | |
| + | ===Viscerator Grenade=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Viscerator Grenade |
| + | |image = |
| + | |foundin = [[ Ordered via syndicate uplink, costs X telecrystals, only available to Nuclear Agents.]] |
| + | |usedfor = Crowd Control |
| + | |strategy = Essentially a tear gas grenade that can kill people, effective for clearing rooms. |
| + | |description = This grenade, when throw, will disperse 5 manhack Viscerator's (Small flying bug like creatures. They will proceed to chase and attack any nearby Non-Syndicate personal. They deal a surprisingly good amount of damage over time but can be easily outrunned. The grenade is fantastic for helping clearing out a crowed of crewmen however it is very ineffective against Security personal and the Captain as their Armour and weapons allow them to ignore the Viscerator's long enough to (try and) gun you down. |
| + | }} |
| + | |
| + | ===C20r SMG=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = C20r SMG |
| + | |image = C20r.png |
| + | |foundin = [[ Ordered via syndicate uplink, costs 8 telecrystals, only available to Nuclear Agents.]] |
| + | |usedfor = Killing/Knocking down people |
| + | |strategy = The signature Nuke Op weapon, 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, except chances are if you go down, you're not getting back up. Deals 20 brute damage per round with additional magazines costing 2 telecrystals. |
| + | }} |
| + | |
| + | ===L6 SAW=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Cyanide pill |
| + | |image = L6machinegun.png |
| + | |foundin = [[Ordered via syndicate uplink, costs 20 telecrystals, only available to Nuclear Agents.]] |
| + | |usedfor = Destroying people |
| + | |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. |
| + | }} |
| + | |
| + | ===Dark Gygax=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Dark Gygax |
| + | |image = Gygax.png |
| + | |foundin = [[Ordered via syndicate uplink, costs 45 telecrystals, only available to Nuclear Agents.]] |
| + | |usedfor = Heavy Fire Support |
| + | |strategy = 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, a Ultra AC2 shotgun that will knockdown anyone it hits flat on their ass, a grenade launcher that fires Flashbangs, and a personal teleportation device this mech proves to be as overpowerd as anything the operatives can bring to bear. However it is extremely vulnerable to an Ion Gun, which will wreck the mech in a few hits. Fortunately the only Ion Gun at shift start is on board your ship, consider not bringing the Ion Gun along for the assault. Aside from the Ion Gun the only way to bring it down is massed Laser Fire or a ton of explosives. The main weakness of the mech is that it has lesser Armour than most mechs and that its weapons all require ammunition which will run out and cannot be replenished, however it can still activate its Leg Actuators Overload Function to chase you down and beat you to a pulp. |
| + | }} |
| + | |
| + | ===Dark Marauder=== |
| + | {{Item |
| + | |bgcolor1 = #cccccc |
| + | |bgcolor2 = #cccccc |
| + | |name = Dark Marauder |
| + | |image = Marauder.png |
| + | |foundin = [[Ordered via syndicate uplink, costs 70 telecrystals! Only available to Nuclear Agents.]] |
| + | |usedfor = Heavy Assault Platform |
| + | |strategy = The single most expensive item available to the Operatives, the Dark Marauder is a unholy terror to behold to even the most elite of Security personal. Carrying a Solaris Heavy Laser Cannon, a SRM8 Missile Rack, a Power Relay for infinite power and additional Armour layers this monster can destroy the station 10 fold with the equipment it can bring to bear, with its laser cannon providing infinite ammo it will never stop in pursuing dat fukkin disk. Its Armour makes it near impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving making it easy to outrun it, it can also be locked down by the AI by bolting doors, forcing it to expend its limited missiles on blasting clear a path. Just don't let it corner you or prepare to be bombed back to the stone age. |
| }} | | }} |
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