Nuclear Operative: Difference between revisions

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→‎Guard These With Your Life: Added some pictures.
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== Guard These With Your Life ==
== Guard These With Your Life ==
There a few things that come free of charge, and are priceless when it comes to being a successful team, and that does '''not''' mean that you should toss them out the airlock.
There a few things that come free of charge, and are priceless when it comes to being a successful team, and that does '''not''' mean that you should toss them out the airlock.
*A Stetchkin Pistol and an extra magazine. Vital for all Nuclear Operatives. You need atleast some form of ballistic weaponry, and while the Stetchkin may not be powerful, it is versatile. A trusty weapon that you shouldn't leave the ship without.
*[[File:Stetchkin.png]] A Stetchkin Pistol and an extra magazine. Vital for all Nuclear Operatives. You need atleast some form of ballistic weaponry, and while the Stetchkin may not be powerful, it is versatile. A trusty weapon that you shouldn't leave the ship without.
*A jet harness that utilizes O2. Note that it is called a '''jet harness''', as it can fit inside your backpack. This is a vital part of your internals system, so without it, you won't be able to breathe or maneuver yourself in space. Be sure to fill it up fully at the 02 canister. Don't use it too much, or you'll find yourself out of breath. And you'll be dead, that too.
*[[File:Syndiejetpack.gif]] A jet harness that utilizes O2. Note that it is called a '''jet harness''', as it can fit inside your backpack. This is a vital part of your internals system, so without it, you won't be able to breathe or maneuver yourself in space. Be sure to fill it up fully at the 02 canister. Don't use it too much, or you'll find yourself out of breath. And you'll be dead, that too.
*A Syndicate Mask. This functions as a breathmask, and looks badass too, so you'll need it to breathe in space.
*[[File:Syndihardsuit.png]] [[File:Syndihardsuithelmet.png]] A Syndicate Hardsuit and Syndicate Hardsuit Helmet. This gear will protect you from the horrors of space whilst also striking terror in the heart of the Captain. <font color=chucknorris>'''''Red is trendy!'''''</font>
*Tactical Turtleneck. You need to wear a shirt to hold your pockets, belt and ID slot. It also looks cool.
*[[File:Syndiemask.gif]] A Syndicate Mask. This functions as a breathmask, and looks badass too, so you'll need it to breathe in space.
*Armour and a SWAT helmet. These can fit in your backpack, so store them away while you wear your hardsuit. When you reach the station, swap your hardsuit for the armour, which will allow you to move a lot faster, extremely useful in dodging tasers and fleeing the bloodthirsty mob chasing you. The SWAT helmet provides more protection, but the hardsuit helmet prevents flashbangs.
*[[File:Tacticalturtleneck.png]] Tactical Turtleneck. You need to wear a shirt to hold your pockets, belt and ID slot. It also looks cool.
*A crowbar. You'll need this if you're planting a powersink, to open the doors that have been depowered.
*[[File:Armour.png]] [[File:helmetsyndi.png]] Armourand a SWAT helmet. These can fit in your backpack, so store them away while you wear your hardsuit. When you reach the station, swap your hardsuit for the armour, which will allow you to move a lot faster, extremely useful in dodging tasers and fleeing the bloodthirsty mob chasing you. The SWAT helmet provides more protection, but the hardsuit helmet prevents flashbangs.
*A military belt. This should hold everything you need, from Stetchkins to C4 to crowbars, screwdrivers and double e-swords, do NOT leave without it.
*[[File:redcrowbar.png]] A crowbar. You'll need this if you're planting a powersink, to open the doors that have been depowered.
*An agent card. Free of charge, you are able to forge any name and job you want. It can only be used once. You are able to copy the access of ID's by swiping your agent card over it.
*[[File:militarybelt.png]] A military belt. This should hold everything you need, from Stetchkins to C4 to crowbars, screwdrivers and double e-swords, do NOT leave without it.
*A military PDA. There is only one of these for the team, so hold onto it. Equipped with a Detomatix cartridge to bomb other people's PDAs, with a chance of exploding your own. It can also remotely open the shuttle doors, so it proves quite useful.
*[[File:iD.png]] An agent card. Free of charge, you are able to forge any name and job you want. It can only be used once. You are able to copy the access of ID's by swiping your agent card over it.
*Any tools you'll need, like a screwdriver for a powersink, or a wrench for a syndibomb, can be found in the tool vendor.
*[[File:militarypda.png]] A military PDA. There is only one of these for the team, so hold onto it. Equipped with a Detomatix cartridge to bomb other people's PDAs, with a chance of exploding your own. It can also remotely open the shuttle doors, so it proves quite useful.
*'''DO NOT FORGER YOUR PINPOINTER.''' Said pinpointer will lead you to your objective. The Nuclear Authentication Disc. Even more importantly, it will lead you to the station when the shuttle jumps.
*[[File:Syndicatetoolbox.png]] Any tools you'll need, like a screwdriver for a powersink, or a wrench for a syndibomb, can be found in the tool vendor.
*[[File:pinpointernull.gif]] '''DO NOT FORGER YOUR PINPOINTER.''' Said pinpointer will lead you to your objective. The Nuclear Authentication Disc. Even more importantly, it will lead you to the station when the shuttle jumps.


== Lock N' Load ==
== Lock N' Load ==
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