Post by Benzo on Jul 16, 2015 0:43:34 GMT -4
Greetings Agent. If you are looking to acquire new equipment, simply say "Purchase *Item name or code*" and, if you have enough in your account, the item will be added to your available items for your Agent Loadout.
Be sure to check by the shop frequently, for items will always be coming and going. Sometimes limited by a time limit, other times limited by a purchase limit.
[1] Handguns: Small, hand-held weapons that have a better chance than other firearms to be concealed and smuggled through secure locations. Use 1 weapon slot
(#HG1)- FN Five-Seven – Semi-auto pistol | 5.7x28mm | 10 round magazine | 4 Credits
(#HG2)- Glock 27 – Semi-auto pistol | .40 S&W | 9 round magazine| 4 Credits
(#HG3)- Kel Tech P11 – Semi-auto pistol | 9x19mm | 10 round magazine| 4 Credits
(#HG4)- Ruger SR9 – Semi-auto pistol | 9x19mm | 10 round magazine | 4 Credits
(#HG5)- Makarov PMM – Semi-auto pistol | 9x18mm | 12 round magazine| 5 Credits
(#HG6)- Browning Hi-Power – Semi-auto pistol | 9x19mm | 13 round magazine| 5 Credits
(#HG7)- Beretta 92FS – Semi-auto pistol | 9x19mm | 15 round magazine| 5 Credits
(#HG8)- CZ 75B – Semi-auto pistol | 9x19mm | 16 round magazine| 5 Credits
(#HG9)- CZW 9 – Semi/Full-auto micro SMG | 9x19mm | 20 round magazine| 7 Credits
(#HG10)- Kimber Warrior 1911 – Semi-auto pistol | .45 ACP | 7 round magazine | 5 Credits
(#HG11)- HK 45 – Semi-auto pistol | .45 ACP | 10 round magazine | 6 Credits
(#HG12)- Tranquilizer Gun - Nonlethal pistol | Tranquilizing darts | 4 dart magazine | 5 Credits
[2] Knives and Melee: Small, easily smuggled, and always quiet. Up close and personal to finish the job with one of these. Free - No weapon slot use
(#M1)- Kerambit – Curved folding blade, sometimes referred to as ‘raptor claws’ due to their curved shape. | 1 Credit
(#M2)- Miniature throwing knife x 3 – Three pocket-sized throwing knives. | 2 Credits
(#M3)- Gemmed rings x4 – Four rings, when turned gem-down they reveal a row of lethal spiked knuckles. | 1 Credit
(#M4)- Gerber serrated blade – A standard pocket knife really, but a sharp one at that. | 1 Credit
(#M5)- Toe knife - Heel activated switchblade based in the sole of your shoes. | 2 Credits
[3] Oversized Weapons: These weapons take up more space, though tend to leave a bigger impression. Use 2 weapon slots.
(#O1)- Vector K10 – Semi/2-round bust/Full-auto SMG | .45 ACP | 30 round magazine| 7 Credits
(#O2)- HK MP7A2 – Semi/Full-auto SMG | 4.6x30mm | 20 round magazine| 6 Credits
(#O3)- FN P90 – Semi/Full-auto SMG | 5.7x28mm | 50 round magazine| 9 Credits
(#O4)- SPAS 12 – Pump-action shotgun | 12-Gauge | 8 round capacity| 7 Credits
(#O5)- Kel -Tech KSG – Pump-action shotgun | 12-Gauge | 12 round capacity | 8 Credits
(#O6)- Saiga-12 – Semi-auto shotgun | 12-Gauge |20 round drum | 9 Credits
(#O7)- M1928 Thompson – Semi/Full auto assault rifle | .45 ACP | 30 round magazine | 6 Credits
(#O8)- Ak-101 – Semi/Full auto assault rifle | 5.56x45mm NATO | 30 round magazine | 6 Credits
(#O9)- X8M Carbine – Semi/Full auto assault rifle | 5.56x45mm NATO | 30 round magazine | 7 Credits
(#O10)- HK G36C - Semi/Full auto assault rifle | 5.56x45mm NATO | 30 round magazine | 7 Credits
(#O11)- HK417 - Semi/Full auto battle rifle | 7.62x51mm NATO | 10 round magazine | 7 Credits *Optional box magazine [20] upgrade for 2 Credits*
(#O12)- FN Minimi - Full auto LMG | 5.56x45mm NATO | 100 round linked belt | 10 Credits *Not a snowball's chance in Hell this is going to be quiet.*
(#O13)- FNH FNAR – Sniper rifle | .308 | 10 round magazine| 9 Credits
[4] Accessories: Items typically worn somewhere on your person that provide a hidden double purpose.
(#A1)- Body armor – Kevlar. Stops you from taking a bullet, or two, to the chest. 4 Credits *Ceramic plate upgrade for 1 Credit*
(#A2)- Miniature gas mask – Mouthpiece and lenses protecting against harmful gas; Calling it a full mask is being generous. 3 Credits
(#A3)- Customizable cosmetic cover - Temporary high-quality mask, each purchase gains 1 additional 'alias/skin' to hide your track. 5 Credits
(#A4)- Padded briefcase – Padded interior allows contents to be hidden by any means of security scan. Except a physical search, that is. 7 Credits
(#A5)- Ballistic umbrella - Borrowed from our neighbors oversea, an inconspicuous looking umbrella that can absorb a few shots before the fibers split. 6 Credits
[5] Gadgets: Do I really need to explain?
(#G1)- Grappling hook – Abandoned after the first use, a simple rope and hook to get up high. 3 Credits
(#G2)- Remote camera – Small remote and monitor controlling a small, mobile sphere camera on the ground. 5 Credits
(#G3)- Tear gas – A small canister releasing immobilizing gas upon use. 4 Credits
(#G4)- Smoke grenade x2 – Two grenades releasing dense, sight-inhibiting gas. 4 Credits
(#G6)- Sticky camera – Small, one inch disc. Activate & attach to any surface to gain feed to phone. 4 Credits
(#G7)- Zippline launcher – Launches and, upon successful contact, establishes a zippline. Useful for planning escapes. 3 Credits
(#G8)- GPS Tracking device – Slide the stylist-pen out and the GPS will start tracking it within a 500M range. 4 Credits
(#G9)- EMP Transmitter – emits an EMP-like interference that causes disruption in all electronics within fifty feet for a limited time. 5 Credits
(#G10)- Pen - A true classic, this pen has 3 cartridges for different effects that can be changed at will; Lethal and nonlethal venoms, as well as a simply sharpened point. 2 Credits
[6] Weapon Attachments: Attachments... For your weapons.
(#WA1)- Night vision scope – Attach to your weapon or hold as binoculars, provides better vision in low light. 5 Credits
(#WA2)- Heat scope – Attach to your weapon or hold as binoculars, provides view of heat signatures. 5 Credits
(#WA3)- Underbarrel launcher - Allows the use of grenade gadgets without taking up an equipment slot/space. 6 Credits
(#WA4)- Simple Bayonet - Allows for silent, close range kills when putting away your gun isn't an option. 3 Credits
[7] Shop Services: Various services offered by the AGE Emporium not categorized above.
(#Sv1)- Credit Exchange - Exchange X Credits for X 'Golden AGE' coins, useful for employing the services of various non-agent members of AGE across the globe. *Specify Credit Amount*
(#Sv2)- Weapon Rental - Allows you the right to rent any weapon on your specified contract. 2 Credits *Please state Contract use upon purchase*
[*] Special Offer: Agent Specialization Cards: These items will adjust how your Contract Loadout is structured immediately after purchase. As such, Agents may only own/acquire [1] Specialization Card per Card Tier.
(#S1)- Tier 1 Specialization Card: Gadget Upgrade - Allows the agent to carry an additional third gadget when active. 10 Credits
(#S2)- Tier 1 Specialization Card: Weapon Enthusiast - Allows the agent use of an additional weapon slot when active. 10 Credits
(#S3)- Tier 2 Specialization Card: Insurance - Failed contracts still reward 25% of payment. 8 Credits
(#S4)- Tier 2 Specialization Card: Identity Theft - Allows the agent to better blend in by swapping clothing with any unconscious persons. 8 Credits
[*] Holiday Sale: 'Tis the season! Enjoy these limited-time items available for the rest of 2017, and bring in the new year in fashion!
(#HS1)[GADGET] - Snowball Grenade - A cryogenic grenade given a little bit of extra sparkly flair, almost making it double as a flashbang. 3 Credits
(#HS2)[GADGET] - Miniature Ornament Grenades x2 - A typical fragmentation grenade disguised as an ornament. Charming. Pull-pin or timed explosive. 4 Credits
(#HS3)[ACCESSORY] - Frosty's Odd Hat - A typical looking bowler hat until closer inspection reveals a razor-sharp brim. 4 Credits
Thank you for visiting, and remember, check back often for new good and special offers!
Need a special order, Agent? Send me a requisition via PM and we'll see about getting it in stock for you!
Be sure to check by the shop frequently, for items will always be coming and going. Sometimes limited by a time limit, other times limited by a purchase limit.
[1] Handguns: Small, hand-held weapons that have a better chance than other firearms to be concealed and smuggled through secure locations. Use 1 weapon slot
(#HG1)- FN Five-Seven – Semi-auto pistol | 5.7x28mm | 10 round magazine | 4 Credits
(#HG2)- Glock 27 – Semi-auto pistol | .40 S&W | 9 round magazine| 4 Credits
(#HG3)- Kel Tech P11 – Semi-auto pistol | 9x19mm | 10 round magazine| 4 Credits
(#HG4)- Ruger SR9 – Semi-auto pistol | 9x19mm | 10 round magazine | 4 Credits
(#HG5)- Makarov PMM – Semi-auto pistol | 9x18mm | 12 round magazine| 5 Credits
(#HG6)- Browning Hi-Power – Semi-auto pistol | 9x19mm | 13 round magazine| 5 Credits
(#HG7)- Beretta 92FS – Semi-auto pistol | 9x19mm | 15 round magazine| 5 Credits
(#HG8)- CZ 75B – Semi-auto pistol | 9x19mm | 16 round magazine| 5 Credits
(#HG9)- CZW 9 – Semi/Full-auto micro SMG | 9x19mm | 20 round magazine| 7 Credits
(#HG10)- Kimber Warrior 1911 – Semi-auto pistol | .45 ACP | 7 round magazine | 5 Credits
(#HG11)- HK 45 – Semi-auto pistol | .45 ACP | 10 round magazine | 6 Credits
(#HG12)- Tranquilizer Gun - Nonlethal pistol | Tranquilizing darts | 4 dart magazine | 5 Credits
[2] Knives and Melee: Small, easily smuggled, and always quiet. Up close and personal to finish the job with one of these. Free - No weapon slot use
(#M1)- Kerambit – Curved folding blade, sometimes referred to as ‘raptor claws’ due to their curved shape. | 1 Credit
(#M2)- Miniature throwing knife x 3 – Three pocket-sized throwing knives. | 2 Credits
(#M3)- Gemmed rings x4 – Four rings, when turned gem-down they reveal a row of lethal spiked knuckles. | 1 Credit
(#M4)- Gerber serrated blade – A standard pocket knife really, but a sharp one at that. | 1 Credit
(#M5)- Toe knife - Heel activated switchblade based in the sole of your shoes. | 2 Credits
[3] Oversized Weapons: These weapons take up more space, though tend to leave a bigger impression. Use 2 weapon slots.
(#O1)- Vector K10 – Semi/2-round bust/Full-auto SMG | .45 ACP | 30 round magazine| 7 Credits
(#O2)- HK MP7A2 – Semi/Full-auto SMG | 4.6x30mm | 20 round magazine| 6 Credits
(#O3)- FN P90 – Semi/Full-auto SMG | 5.7x28mm | 50 round magazine| 9 Credits
(#O4)- SPAS 12 – Pump-action shotgun | 12-Gauge | 8 round capacity| 7 Credits
(#O5)- Kel -Tech KSG – Pump-action shotgun | 12-Gauge | 12 round capacity | 8 Credits
(#O6)- Saiga-12 – Semi-auto shotgun | 12-Gauge |20 round drum | 9 Credits
(#O7)- M1928 Thompson – Semi/Full auto assault rifle | .45 ACP | 30 round magazine | 6 Credits
(#O8)- Ak-101 – Semi/Full auto assault rifle | 5.56x45mm NATO | 30 round magazine | 6 Credits
(#O9)- X8M Carbine – Semi/Full auto assault rifle | 5.56x45mm NATO | 30 round magazine | 7 Credits
(#O10)- HK G36C - Semi/Full auto assault rifle | 5.56x45mm NATO | 30 round magazine | 7 Credits
(#O11)- HK417 - Semi/Full auto battle rifle | 7.62x51mm NATO | 10 round magazine | 7 Credits *Optional box magazine [20] upgrade for 2 Credits*
(#O12)- FN Minimi - Full auto LMG | 5.56x45mm NATO | 100 round linked belt | 10 Credits *Not a snowball's chance in Hell this is going to be quiet.*
(#O13)- FNH FNAR – Sniper rifle | .308 | 10 round magazine| 9 Credits
[4] Accessories: Items typically worn somewhere on your person that provide a hidden double purpose.
(#A1)- Body armor – Kevlar. Stops you from taking a bullet, or two, to the chest. 4 Credits *Ceramic plate upgrade for 1 Credit*
(#A2)- Miniature gas mask – Mouthpiece and lenses protecting against harmful gas; Calling it a full mask is being generous. 3 Credits
(#A3)- Customizable cosmetic cover - Temporary high-quality mask, each purchase gains 1 additional 'alias/skin' to hide your track. 5 Credits
(#A4)- Padded briefcase – Padded interior allows contents to be hidden by any means of security scan. Except a physical search, that is. 7 Credits
(#A5)- Ballistic umbrella - Borrowed from our neighbors oversea, an inconspicuous looking umbrella that can absorb a few shots before the fibers split. 6 Credits
[5] Gadgets: Do I really need to explain?
(#G1)- Grappling hook – Abandoned after the first use, a simple rope and hook to get up high. 3 Credits
(#G2)- Remote camera – Small remote and monitor controlling a small, mobile sphere camera on the ground. 5 Credits
(#G3)- Tear gas – A small canister releasing immobilizing gas upon use. 4 Credits
(#G4)- Smoke grenade x2 – Two grenades releasing dense, sight-inhibiting gas. 4 Credits
(#G6)- Sticky camera – Small, one inch disc. Activate & attach to any surface to gain feed to phone. 4 Credits
(#G7)- Zippline launcher – Launches and, upon successful contact, establishes a zippline. Useful for planning escapes. 3 Credits
(#G8)- GPS Tracking device – Slide the stylist-pen out and the GPS will start tracking it within a 500M range. 4 Credits
(#G9)- EMP Transmitter – emits an EMP-like interference that causes disruption in all electronics within fifty feet for a limited time. 5 Credits
(#G10)- Pen - A true classic, this pen has 3 cartridges for different effects that can be changed at will; Lethal and nonlethal venoms, as well as a simply sharpened point. 2 Credits
[6] Weapon Attachments: Attachments... For your weapons.
(#WA1)- Night vision scope – Attach to your weapon or hold as binoculars, provides better vision in low light. 5 Credits
(#WA2)- Heat scope – Attach to your weapon or hold as binoculars, provides view of heat signatures. 5 Credits
(#WA3)- Underbarrel launcher - Allows the use of grenade gadgets without taking up an equipment slot/space. 6 Credits
(#WA4)- Simple Bayonet - Allows for silent, close range kills when putting away your gun isn't an option. 3 Credits
[7] Shop Services: Various services offered by the AGE Emporium not categorized above.
(#Sv1)- Credit Exchange - Exchange X Credits for X 'Golden AGE' coins, useful for employing the services of various non-agent members of AGE across the globe. *Specify Credit Amount*
(#Sv2)- Weapon Rental - Allows you the right to rent any weapon on your specified contract. 2 Credits *Please state Contract use upon purchase*
[*] Special Offer: Agent Specialization Cards: These items will adjust how your Contract Loadout is structured immediately after purchase. As such, Agents may only own/acquire [1] Specialization Card per Card Tier.
(#S1)- Tier 1 Specialization Card: Gadget Upgrade - Allows the agent to carry an additional third gadget when active. 10 Credits
(#S2)- Tier 1 Specialization Card: Weapon Enthusiast - Allows the agent use of an additional weapon slot when active. 10 Credits
(#S3)- Tier 2 Specialization Card: Insurance - Failed contracts still reward 25% of payment. 8 Credits
(#S4)- Tier 2 Specialization Card: Identity Theft - Allows the agent to better blend in by swapping clothing with any unconscious persons. 8 Credits
[*] Holiday Sale: 'Tis the season! Enjoy these limited-time items available for the rest of 2017, and bring in the new year in fashion!
(#HS1)[GADGET] - Snowball Grenade - A cryogenic grenade given a little bit of extra sparkly flair, almost making it double as a flashbang. 3 Credits
(#HS2)[GADGET] - Miniature Ornament Grenades x2 - A typical fragmentation grenade disguised as an ornament. Charming. Pull-pin or timed explosive. 4 Credits
(#HS3)[ACCESSORY] - Frosty's Odd Hat - A typical looking bowler hat until closer inspection reveals a razor-sharp brim. 4 Credits
Thank you for visiting, and remember, check back often for new good and special offers!
Need a special order, Agent? Send me a requisition via PM and we'll see about getting it in stock for you!