User:ThatsMamaLuigiToYouMario/Sandbox
blurgh to do: artistic toolbox... somewhere. make sure to include the crayon device! Finish bard some other stuff as a treat
Loadout
Each loadout comes with some sort of specialist combat helmet and some form of specialist combat dress, unless otherwise noted, in addition various other things listed below.
- Summary
Lob grenades. Lots of them.
- Contents
- 1x
Rigil grenade launcher
- 1x
"mixed grenade pouch" with:
- 1x
"grenade round pouch" with:
- 2x
8-packs of 40mm HEDP shells
- 2x
8-pack of 40mm HE shells
- 2x
- 1x
specialist operative bombsuit
- Usage
All 'bout them bombs. Not only do you get a good amount of explosive shells and frag and stinger 'nades, but you also get a four-capacity launcher to deploy all this ordnance. To shield you from all the explosions you'll inevitably encounter (your own or others'), you get a "specialist operative bombsuit" that's as explosion-resistant as a bomb disposal suit, but without the slowdown.
Not that your grenade launcher doesn't quite support multiple ammo types; while you can, say, load a flashbang into an empty launcher and then insert another flashbang, putting in HEDP afterwards removes the flashbang(s), and putting in, say, a frag grenade results in the gun refusing to accept it.
- Summary
Peace through suppressing firepower.
- Contents
- 1x
Antares light machine gun
- 1x LMG belt pouch with 5x
ammo belts
- 1x
high-explosive grenade pouch with 6x
HE grenades
- 1x
specialist heavy operative combat armor
- 1x
syndicate tactical espionage belt pack
- Usage
For operatives that aren't afraid of the frontline. You get a big bad two-handed LMG that fires a spread of weak, low-range bullets that slow down targets for shutting down corridors and chasing stragglers. This gun has two fire-modes, toggled by clicking on it while it's in your hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD): a burst-fire that shoots a single series of 8 bullets and a full-auto that shoots a constant stream of bullets, one after the other, as long as you hold the mouse button down. In either case, stay towards the front, lest your gun's bullets veer off and hit your teammates
The gun cannot fit into backpacks, but it can be worn on the back, and you get a syndicate tactical espionage belt pack for free to accommodate the loss of inventory space from having to wear it on your back.
In place of the regular combat dress, you get extra-protective armor for soaking up damage. You also can some grenades in case you need to blow into places.
- Summary
Point and click.
- Contents
- 1x
Sirius assault rifle
- 1x rifle magazine pouch with:
- 3x
STENAG mags
- 2x
AP STENAG mags
- 3x
- 1x
"mixed grenade pouch" with:
- 1x
stinger grenade
- 1x
frag grenade
- 2x
flashbangs
- 2x
breaching charges
- 1x
- Usage
A no-nonsense loadout for a counter-strike. You get a few grenades for damage and stuns, breaching charges for getting into places, and a two-handed assault rifle that can go burst fire for close range confrontations and single fire for more powerful, more accurate shots. Simple, yet effective, and good in just about every situation.
- Summary
Heal your teammates using special medical gear.
- Contents
- 1x
specialist health monitor (works like upgraded ProDocs)
- 1x
specialist operative medic uniform
- 1x
ProDoc Health Goggles (also fully upgraded)
- 1x
upgraded health analyzer
- 1x medical shoulder bag (goes on your back) with:
- 1x
defib
- 1x
extinguisher
- 1x
- 1x trauma field kit (fits in a pocket) with:
- 1x
auto mender with 500 u of silver sulfadiazine
- 1x
auto mender with 500 u of styptic powder
- 1x
- 1x medical lifesaver bag (goes in your belt slot) with:
- 1x Donk injector (15 u each of methamphetamine, omnizine, salbutamol, saline-glucose solution, synaptizine, and teporone, total of 90 u, 6 doses of 15 units)
- 1x Juggernaut injector (60 u, for 3 doses of 20u)
- 1x cardiac combi-injector (autoinjector with 25u of epinephrine and 25u of saline-glucose solution, 10 doses of 2.5 u of both)
- 1x bloodloss combi-injector (autoinjector with 25u of filgrastim and 25u of proconvertin, 10 doses of 2.5 u of both)
- 1x lifesupport combi-injector (autoinjector with 25u of salbutamol and 25u of mannitol, 10 doses of 2.5 u of both)
- Usage
For a doctor from a very different Red Cross. You have many supplies for common work-related medical emergencies:
- Teammates shooting each other: brute auto-mender, which comes with 500 units of styptic powder instead of just 200 (and a 500 unit capacity too to accommodate it) and bloodloss combi-injector, which has 50 units of blood-replenishing meds and applies 5 total units of it (2.5u of one chem, 2.5 of the other), totaling out to 10 uses.
- Teammates setting each other on fire: burn auto-mender, which similarly has 500 units of silver sulfadiazine, extinguisher
- Teammates in shock, cardiac failure, and/or cardiac arrest from the above and more: Defib and the cardiac combi-injector and lifesupport combi-injector, which work similarly to the bloodloss combi-injector, in that they have 50 units of meds that give 5 unit doses, for a total of 10 uses.
The juggernaut injector lets you or your teammates heal a portion of the damage they receive for some time. Meanwhile, the "Donk injector" replicates the effects of eating a Syndie donk pocket on a smaller scale; it has a cool 90 units of healing and anti-stun drugs, and administers 15 units at a time, which means 2.5 of each of the drugs in the injector.
You also get a "specialist health monitor". It acts like fully upgraded ProDoc Goggles, meaning you can access relative health levels at a glance and Examine people close by to get a detailed readout of their health status. Both it and the "specialist operative medic uniform" act like a biosuit, meaning they should protect you from most chemicals (e.g. sarin from a sarin grenade) when combined with internals.
- Summary
Sneak in disguised, commit sabotage.
- Contents
- 1x
Gwydion tranquilizer pistol
- 1x tranq pistol ammo pouch with 4x
tranq pistol darts
- 1x
emag
- 1x
chameleon projector
- 1x
voice changer
- 1x
chameleon jumpsuit
- 1x
DNA scrambler
- 1x
pinpointer (authentication disk)
- Usage
If you want to sneak onto the station/ship and subvert the AI, snatch the nuke disk or other useful items, and/or commit other acts of sabotage, this is a good loadout. The emag can permanently open doors (so long as they aren't welded) and can also be used to make certain machines malfunction.
Rather maintaining stealth through invisibility like the similar Scout loadout, this crate instead focuses on disguises. Use the chameleon jumpsuit, DNA scrambler, and voice changer to create a false identity (remember you start with an agent card by default as a Nuclear Operative), and use the chameleon projector to hide as an object.
As for weapons, you fortunately do not have to go OSP. You get a tranquilizer pistol that fires sodium thiopental, a virtually-guaranteed knockout for targets or people who realize you shouldn't be here.
- Summary
Attack from behind.
- Contents
- 1x
Bellatrix submachine gun
- 1x smg magazine pouch with 5x
9mm SMG magazines
- 1x
emag
- 1x
cloaking device
- 1x
light breaker
- 1x
night vision goggles
- 1x
pinpointer (authentication disk)
- 1x
specialist operative espionage suit
- Usage
This is basically designed for flanking. Go in invisible, strike their rear in close quarters, become invisible again once you're done or you need to tactically withdraw. The Bellatrix can put someone into crit with three of its three-round bursts, but it has a wide spread, so go point-blank or similar if you want to all shots to land.
In addition to the cloaking device's invisibility, you can also use the light breaker to create darkness to hide yourself. Since you have NVG, you can see them but they (usually) won't see you. The specialist operative suit provides a speed boost, aiding in mobility, and the EMAG helps you get into places to hide in or flank into and commit sabotage if you wish. You also have a pinpointer that leads you to the nuclear authenication disk, so you can ambush the person carrying it and snag it for your team's benefit.
- Summary
Set people on fire and be an angry firefighter, complete with fireproof suit.
- Contents
- 1x
Vega flamethrower
- 1x
fuelpack with napalm
- 1x
incendiary grenade pouch with
6x incendiary grenades
- 1x
napalm grenade pouch with
6x napalm smoke grenades
- 1x
fire axe
- 1x
fireproof specialist operative firesuit in lieu of the usual combat dress
- 1x
syndicate tactical espionage belt pack
- Usage
This pack has lots of ways to fight with fire, and luckily you get a special suit and helmet that together make you immune to the flames. The star of the loadout is a Vega flamethrower and fuelpack combo. The Vega flamethrower fires napalm goo, which makes 3-tile columns, from the fuelpack, which is worn on the back. You cannot use the Vega flamethrower if you do not have the fuelpack! To compensate for having to sacrifice your backpack for a fuel pack, it comes with a free belt storage pack!
Said fuelpack can also do more than just store fuel. It can also be used to store the Vega flamethrower; click on the fuelpack with the flamer, click the fuel again with an open hand to retrieve it. In addition, the fuelpack can provide air for internals and function like a jetpack, lettting you freely move through Space, if you equip it and toggle this functionality through a button in the top left of your display.
In addition to the flamethrower, you also get incendiary grenades for making great balls of fire and some napalm smoke grenades that can be ignited (i.e. by your flamethrower) to create barriers of flame for area denial. For more physical approaches, you have a fire axe that, if you click on it in-hand to wield it with both hands, does a respectable 40 damage and can break down doors in 3 to 5 hits. It fits in backpacks and on your belt too!
- Summary
A turret for automated threat neutralization.
- Contents
- 1x
battle wrench that does more damage than a regular wrench
- 1x
high-capacity weldingtool with 100 units of welding fuel inside
- 1x
NAS-T deployer
- 1x
paper-"Nuclear Agent Sentry Turret Manual"
- 1x
SPES-6
- 1x shotgun ammo pouch with 5x
buckshot boxes (weaker variant).
- 1x
specialist welding helmet (protects eyes during welding, acts as mesons goggles)
- 1x
utility belt with:
- 1x
welder, regular capacity.
- 1x
wrench
- 1x
multitool
- 1x
screwdriver
- 1x
crowbar
- 1x
wirecutters
- 1x
deconstruction device
- 1x
- Usage
Makin' bacon! The turret shoots in a 30 degree arc, filling the nearest target within 7 tiles that isn't wearing an agent ID (i.e. hopefully the crew and not you or your teammates) with devastating 3-shot bursts of AK-744 bullets until they're in critical condition (<0% health). It never runs out of bullets. It's also immune to tasers, but is otherwise vulnerable to explosions and gunfire, so you need to occasionally shoot at people who try to destroy it and fix any damage by clicking on it with a lit welder.
Using the turret itself is quite simple, and you don't need 11 PhDs to know how to use it:
- To build your sentry, either throw it (you can only do this twice) or click on the deployer in-hand to set it down, use the welder on it to secure it, and then use a screwdriver on it to turn it on. You know it's working if the light glows green.
- To change the direction the turret's facing, click on it with a wrench and click on any tile in the direction of interest.
- To move it to a different place entirely, click on it with a screwdriver to turn it off, then a welder to unsecure it, and finally a wrench to disassemble it.
In addition to the turret, you get a shotgun for finishing off people downed by your turret and a special "battle wrench" that does more damage than usual. You also get a full set of tools and a special "specialist welding helmet" that protects your eyes when welding and has built-in mesons goggles.
- Summary
Pop some heads from a safe distance.
- Contents
- 1x
Betelgeuse sniper rifle
- 1x sniper ammo pouch with 7x
spare 7.62 NATO mags
- 1x
smoke grenade pouch with 6x
smoke grenades
- 1x
advanced optical thermal scanner
- 1x
syndicate tactical espionage belt pack
- Usage
Snipe people coming into the bomb site and lockdown hallways with the powerful Betelgeuse rifle. The bullets can stun and two shots people into crit, and most notably, they pass through up to two solid objects, such as walls and windows; however, blast doors and reinforced walls consume both of the pierces due to the extra reinforcement. The piercing is quite deadly considering the thermal scanner lets you see people through walls, allowing you to snipe people before they even know you exist. Do note that you need to wait one second after firing to fire it again though.
You can use the rifle's scope in by holding SHIFT (WASD mode)/SPACE (/tg/ layout) and, whilst still holding that key, use WASD/Arrow keys to look around. Remember you will stand still when zooming. Unlike in some shooters, the rifle does the same amount of damage when scoped vs when unscoped, but being scoped in (naturally) lets you see farther, and unlike some shooters, you can see as far as you want rather than a set distance.
In addition, you can screen yourself or teammates with the smoke grenades, so they can't see what nasty surprises are in store for them when they pass the cloud.
It also comes with a free syndicate tactical espionage belt pack, to allow you to wear the rifle on your back like an elite sniper, which you'll probably be doing anyways since the rifle slows you down and does not fit in your tactical assault rucksack.
- Summary
Go medieval with a huge sword with knockback and escalating damage.
- Contents
- 1x
Hadar heavy power-sword
- 1x
citadel heavy combat cuirass
- 1x
combat gauntlets
- 1x
combat sabatons
- 1x
heavy specialist great helm
- Usage
The knight is a highly powerful opponent defensively and less so offensively. This class is primarily for defending the nuke from damage. The two-handed "Hadar heavy power-sword" in this loadout starts at 25 BRUTE and gains 5 with each hit, up to a maximum of 100 BRUTE. This resets to 25 if dropped, and hitting monkeys, people in sanctuary areas (areas where attacks do no damage, namely the Syndicate Battlecruiser) or corpses doesn't raise the sword's damage. It also has a 4x damage multiplier against doors (e.g. 40 becomes 160 when hitting a door) but cannot be attached as an item arm. The sword has two modes; click on the sword while you're holding it (Hotkey: C for Goon WASD, Z for /tg/-style WASD) to change between them:
- Swipe: Special attack (on Disarm or Harm intent, click somewhere at least two tiles away from you) goes 3 tiles wide (i.e. 1 in front, 2 to sides). Also makes the sword knock people back 2 tiles, both for regular attacks and the swipe special.
- Stab: Special attack goes 2 tiles ahead of you.
What's a knight without armor? It's a cuirass and great-helm for you that altogether reduce damage from bullets, explosions, and melee and decrease stamina loss from certain stuns. Together, they function as a spacesuit, so hey keep you from taking damage from standing Space and the Trench. Sabatons make you immune to slipping and have an ability that also makes you immune to knockback too at the expense of some movement speed, and the gauntlets help lower the chance of losing your weapon, to a slightly better degree than your starting SWAT gloves.
- Summary
Channel your rock-star energy through your electric guitar, providing buffs to your teammates and debuffs to your enemies. NOTE: This class is currently in prototype phase and may be likely to change in the future.
- Contents
- 1x
Orpheus electric guitar
- 2x
studio monitor
- 1x
Military Headset
- 1x
syndicate tactical espionage belt pack
- Usage
Who's ready to ROCK AND ROLL? The bard is a unique class which focuses more as a support role then as a main attack force. While the Orpheus Guitar can do a whopping 30 BRUTE and acts similar to a airlock hammer, this is moreso a tool for self-defense then defense of the nuke itself. Now, what would a rock star be without their song list? Some sorta sellout, probably. The bard has numerous songs which they can play which are divided into 2 categories, debuffs/negative effects and buffs/effects. These songs will be your main way of combating foes.
Debuffs/Negative Effects
Icon | Name | Cooldown | Description |
---|---|---|---|
File:Shread | Shread | 2 Minutes | A piercing noise emanates from your guitar, causing all lights within an area to shatter. Functions similar to a lightbreaker. |
File:Infrasound | Infrasound | 45 Seconds | Take it down low. Inficts vomiting and a long period of disorientation, in addition to brain damage. |
File:Ultrasound | Ultrasound | 45 Seconds | Take it high up into the sky. Inflicts a short disorientation period along with ear damage and organ damage. |
Buffs/Effects
Normally, buffs will normally only last a few seconds, but if you continue to click on yourself with your guitar you will strum your guitar, extending the song length. This can be done up to the listed maximum song duration.
Icon | Name | Cooldown | Maximum Song Duration | Description | |
---|---|---|---|---|---|
File:Focus | Focus | 30 Seconds | 3 Minutes, 11 Seconds | Upon the song starting, all stuns from you and your allies will be removed. You will then proceed to give +10 Disarm Resistance along with +10 Disorient Resistance to you and your allies. | |
File:Chill Beats to Murder To | Chill Beats to Murder To | 30 Seconds | 3 Minutes, 11 Seconds | Chill beats grants you and your allies a minor heal (2 BRUTE, 2 BURN, 2 TOX) over the course of the song, along with a stamina buff of +40. | |
File:Death March | Death March | 30 Seconds | 3 Minutes, 11 Seconds | Death march gives you a health buff of +20 along with a small stamina regeneration ability. | |
File:Epic Climax | Epic Climax | 5 Minutes | 1 Minute, 9 Seconds | The one song to rule them all. Epic Climax gives all your allies and you an effect similar to stimulants, giving you 100 Stamina Resistance, 100 additional stamina and stamina regen, along with a heal of 5 BRUTE, 5 BURN, and 5 TOX. When this song is finished, all of your song abilities will be disabled for 30 seconds, leaving you mostly defenseless. This ability is best used when your team's in a pinch. |
- Summary
Radio uplink with limited selection of Syndicate items.
- "Contents"
- Usage
This radio has 12 Syndicate currency for ordering gear from the Syndicate, and you don't need a code to use it. It's limited to generic items, i.e. those not specific to any job, and even then, you still can't buy certain items, e.g. surplus crates. Still serviceable if you want some more utility items rather than weapons or need stealth gear for infiltration.
You can set it to self-destruct, causing a moderate explosion.
Keep in mind, unlike the other loadout options, this does not give you the specialist combat dress and helmet set, and you can't order one from the uplink, so you need to get a red space suit and helmet from one of the gear closets on the Syndicate Battlecruiser.