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imported>Ikarrus |
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| {{MetaInfoBox|headerbgcolor = darkred|headerfontcolor = white|imagebgcolor = grey}} | | {{JobPageHeader |
| <font size=6><font color=red>UNDER CONSTRUCTION</font></font> <br>
| | |headerbgcolor = black |
| <br>
| | |headerfontcolor = red |
| [[Category:Jobs]] [[Category:Antagonists]] | | |stafftype = ENEMY |
| '''Blukey's guide to being a Nuke Op.''' <br>
| | |imagebgcolor = gray |
| <br>
| | |img_generic = Generic_nukesyndie.png |
| ''You are the Nuclear Operative!'' <br> | | |img = |
| <br>
| | |jobtitle = Nuclear Operative |
| So, you just spawned in a big red ship with 4 other guys. '''Excellent.''' <br>
| | |access = Syndicate |
| <br>
| | |additional = Any place an emag or a block of C4 will open |
| You <s> might be a highly trained team of ninja badasses</s> are a bunch of bumbling idiots, <s>but</s> so I can almost certainly guarantee that you, and your comrades will all die <s>horribly</s> hilariously.
| | |difficulty = Very Hard |
| __TOC__
| | |superior = [[The Syndicate]] |
| = Let's Get Started =
| | |duties = GET [[Nuclear disk|DAT FUKKEN DISK]] |
| | |guides = This page. |
| | }} |
| | ''You have been chosen to be one of the few, <s>the strong, the Elite A-</s>team of Syndicate Nuclear Operatives. Your mission, whether or not you choose to accept it, will be to destroy Nanotrasen's most advanced research facility! That's right, you are going to Space Station 13.'' |
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| === Important Warnings ===
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| We'll get more in depth with these things later in the guide, but here is a simple list of what to do, and what not to do. <br>
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| <br>
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| '''DO:''' <br>
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| * Ask questions if you are unsure. <br>
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| * Read this guide fully. <br>
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| * Equip your internals and suit before you leave. <br>
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| * Try not to die. (''Hah.'') <br>
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| * Communicate and keep active on the radio. <br>
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| * Backup your team. <br>
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| * Obey your leader. <br>
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| * [[Just no|Stick to the plan]]. <br>
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| * <s>Pray for [[Clown]] masks.</s> <br>
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| * Activate your explosive implant if captured, to stop the crew using your items against your team. <br>
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| * '''FOLLOW YOUR DAMN PINPOINTER!''' <br>
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| * '''Get dat fukken disc!'''<br>
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| <br>
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| '''DON'T:''' <br>
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| * Kill your comrades. (Free express ticket to '''Banville''', Population: You.) <br>
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| * Subvert the [[AI]] and then place a powersink. <br>
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| * Think you're invincible because you have shiny red armour. <br>
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| * Jump out of the Syndicate Shuttle while it's in transit. <br>
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| * Place a live syndi bomb on the Syndicate Shuttle. <br>
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| * Prime a mini bomb and forget to throw it. <br>
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| * Go undercover and wear your syndie headset. <br>
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| * Run at the [[Captain]] and beg for the disc. <br>
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| * Spend all the TC on balloons. <br>
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| * Be afraid to pump a [[Security Officer]] who's tasing you full of lead. <br>
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| * Spend all the TC on soap. <br>
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| * Drop your gun in front of an [[Assistant]]. <br>
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| * Space the nuke <br>
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| * Hide the nuke disc from your team. <br>
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| * Create a breach without a space suit. <br>
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| * Forget to stand back from a syndi bomb. <br>
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| * Set the nuke on the Syndicate Shuttle. <br>
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| * '''LEAVE THE DISC IN THE NUKE!''' (Bad memories. '''Bad memories'''.) <br>
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| === Mission Plausable === | | ==Your Objectives== |
| [[File:NuclearDisk.gif]] <br> | | # Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the station).[[File:NuclearDisk.gif|50px]] |
| You see that thing? Yes, the ''green'' disc. You want that. You '''need''' that to complete your mission and make the station go boom. <s>Pretty green and shiny...</s> So, it's going to be easy, right? '''WRONG!''' <br>
| | # Use it to activate the Nuclear Fission Explosive (located on the Mothership). [[File:Nuke.gif|50px]] |
| <br>
| | # Escape alive on the Syndicate Mothership. |
| Well, maybe, if you have the skills required, but you probably don't, since you're reading this guide. <br>
| | |
| Turn to the other Nuclear Operatives, and ask the leader for the plan. Usually, they will say something about donating your telecrystals. The radio you start with is actually a Syndicate Uplink, place that in the machine in front of you, and donate all of your telecrystals using the buttons. Leave the uplinks in the machine, and wait until they either redistributes them, or do something else. With this step done, ask the leader your plan, and buy gear accordingly. If you have spawned as the leader, ask if there is anyone who is experienced, and swap uplinks.<br>
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| Discuss your individual roles with the leader. Ask if you will split up or stay in a large group. Splitting up allows you to tackle multiple areas simultaneously, increasing your chance of getting the disk holder, and in the event that you are defeated, the other members can continue. Staying together increases your safety, allowing you to tackle most threats far easier than one or two operatives would be able to. There are many different tactics that a Nuclear Operative team can use.
| | ==But First, You Must Learn How to Crawl== |
| *Bombing and destroying tcomms. Using a bomb on the outside is advised, as entering tcomms will alert the AI via his motion tracker. Having two operatives carry this out while the others wait for the signal and raid the armoury or infiltrate the station.
| | [[File:Syndie.png|300px|thumb|alt=Syndicate Mothership|The Syndicate Mothership and the Syndicate Base.]] |
| *An expensive route is for the leader to purchase a Syndicate Cyborg. These function as a sixth member of the team, and come equipped with a variety of dangerous weapons, like e-swords and ebows. They also have control over the station's systems, and can bolt and unbolt doors, along with a variety of other things. Be sure to raid the armoury and dispose of their Ion Rifle, remembering to avoid bringing your own ion rifle as to negate friendly fire.
| | Before you do anything, you must properly prepare yourself. There's no need to rush, instead take the time to discuss strategy with your squad mates - a job well planned is half done! |
| *Teleporting in by having the leader purchase a teleporter circuit and turning the Captain into swiss cheese with your guns is an uncommon but extremely effective method. Most of the crew will most likely be extremely angry, and you probably shouldn't do it too much, or it takes the fun out of infiltrating the station.
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| *Going undercover with voice changers and chameleon jumpsuits can be fun, but only if you have a skilled team. Or scrap the voice changers and convince the crew that you're a family of five assistants. The Captain usually doesn't find it very funny when you pretend you're the "Disc Inspectors".
| | '''The checklist is as follows:''' |
| *Buying a mech is quite unexpected, but like the Syndi Borg method, be sure to get rid of the Ion Rifle in the armoury. Mechas are extremely powerful, but only so when they're protected by the other operatives. Combining it with taking out tcomms can give you a few minutes until the whole station is aware of your Mecha's existence. Don't expect it to stay a secret for long, since the Mecha is noisy and equipped with all kinds of weapons.
| | # '''Memorize''' the nuclear activation code. |
| *Or you can just pray for Clown masks, get them, then emag the door, firing shots left and right with an L60, until you get stunned and die the most glorious death via repeated application of a toolbox to the face. You will go down in the Nuclear Operative Archives as the best operatives to ever grace the station. | | # '''Plan''' the attack (how to get the nuke disk and arm the nuke). |
| = Your Loadout = | | # '''Order''' items and arm yourself to the teeth. |
| The gear is the defining and most important part of your mission. You have a wide selection of Syndicate endorsed technology to choose from before you disembark from your ship. So it's time to spend your TC wisely, as you have a limited amount, and if you don't spend them carefully, you can find yourself down Assistant Creek without a stunprod, and there's no way to get them back. Or you could buy an emag, plant a powersink, space your emag when you find out it doesn't work, and spend the rest on C4. (Don't do that.) You come equipped with an agent card, which can be customised with any name and job that you wish. My personal favourite is DISKMCGET, PROFESSIONAL DISKGETTER. If you prefer the more stealthy route, swiping an agent card against another ID card will scan and copy the access. Be warned though, the AI will not be able to track you on its cameras. The various guns serve their different purposes, and you start with a Stetchkin Pistol. A double e-sword, created by combining two e-swords is extremely versatile, and can reflect taser and laser shots, if you choose this, be sure to cover your team and take the lead. The power sink is an effective tool, draining power from the entire station, turning a crowbar into an all-access ID card.
| | # '''Move''' the Mothership near the station. |
| == Guard These With Your Life ==
| | # '''Infiltrate'''. |
| 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.
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| *[[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.
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| *[[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.
| | ===Knowing Your Team=== |
| *[[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>
| | All of your fellow agents will have a big red '''S''' by their head. Be very careful when you see this '''S''', as you don't want to kill your fellow agents on accident. |
| *[[File:Syndiemask.gif]] A Syndicate Mask. This functions as a breathmask, and looks badass too, so you'll need it to breathe in space.
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| *[[File:Tacticalturtleneck.png]] Tactical Turtleneck. You need to wear a shirt to hold your pockets, belt and ID slot. It also looks cool.
| | There will be a leader. He spawns behind the desk, and is the only one with access to the shutters. If you are the leader but don't feel up to snuff for it, pass along your '''lead agent card''' to someone else. |
| *[[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.
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| *[[File:redcrowbar.png]] A crowbar. You'll need this if you're planting a powersink, to open the doors that have been depowered. | | ===Communication=== |
| *[[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. | | You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, the nuclear code, and attack plans on this channel early, there is no telling who might get the headset later. |
| *[[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. | | |
| *[[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. | | Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult. |
| *[[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.
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| *[[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.
| | Safewords can be said if you see a comrade but both of you are disguised. "Shamalama dingdong!" or something - fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on. |
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| | Passwords are only useful if you have a door guard in the Mothership, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency. |
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| | ===Memorizing the Code=== |
| | The very first thing you should do is memorize the nuclear code! The team leader will probably tell you the code, but if they don't, it should be on a piece of paper somewhere in the room. Every member of the team must know this code since there is no way to know who will be alive at the end of the mission. This changes every time. |
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| | Memorizing this is simple: Just type '''Add-Note''' followed by the code in the chat bar (without having '''say''' before it). Now you can see the code whenever you type '''Notes'''. |
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| | After this, your team should go through a plan of attack. |
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| | ===Planning the Attack=== |
| | '''LISTEN TO YOUR LEADER''' (the guy who spawns inside the tables he is the only one with access to the button to the shutters)! Your team should talk over about their plan of attack, but the leader should have the final say how things are gonna be since he has the power to buy all the good stuff. |
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| | Different approaching styles: |
| | * Infiltration by using jetpacks or by teleportation? |
| | * Split up or stick together? |
| | * Oldskool-style: Get the disk, return to ship, arm the nuke and drag it to the station. |
| | * More-risky-style: Haul the nuke first to the station, get the disk and arm it. |
| | * Stealth-style: Disguise as John Smiths, infiltrate and steal the Nuke Disk quietly. |
| | * Murderbone-style: Just kill everything that doesn't have a red S over it. |
| | * Locker-style: Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies when the crew least expects it! |
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| | ===Ordering Gear as a Team=== |
| | [[File:Telecrystal uploadreceive station.png]] '''Telecrystal Management Consoles:''' These consoles work to allow your team to manage their telecrystals. The Telecrystal Stations accept any item with a Syndicate Uplink (PDA, headset, radio, etc.). Once the Uplink is inserted, they can donate their telecrystals to the group's boss console. It's best to go ahead and donate all of your crystals and wait for your commander to dish them out, or buy '''big stompy mechs!''' |
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| | [[File:Team telecrystal management console.png]] '''Team Telecrystal Management Console''' can then take its telecrystal pool and distribute it among the hooked Uplink Stations. |
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| | It gets an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station. |
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| | Each operative spawns with a personal Syndicate Uplink radio with 20 Telecrystals pre loaded. STOP! Before you waste your crystals on a balloon, take note of the computer terminals in front of you. Once you insert your Uplink into it these new devices allow for your team leader to assign you additional Telecrystals or for you to donate your own Telecrystals to a common pool for your leader to draw upon. Why would you give away your crystals? Giving your crystals to your team leader will allow him to save up and buy some expensive and powerful goodies, like a [[Syndicate_Items#Dark_Mauler|freaking assault mech]]! |
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| | Once your team has bought the items essential to your plan you can now selfishly buy what you will need for the mission, however you need to pause and think hard. What [[Syndicate Items]] will you need? Which will cause a huge backlash if used against your team? Now, think what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don't worry about people finding the emagged doors. Everyone on the team should have one. Voice changers are wonderful if you are trying to sneak in, as are chameleon jumpsuits. Bombs are great in the right hands. Energy crossbows make excellent side arms. Energy swords, especially if you make double-bladed eswords, are good for blocking enemy fire. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots. |
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| | ===Don't Let Them Steal Your Gun Damnit=== |
| | '''IMPORTANT NOTICE: <span style="color: red">You must prevent the station crew from looting you!'''</span> |
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| | If you are captured (handcuffed), but conscious, try to run away. |
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| | If they are restrained and cannot move, you must hurry and type '''say "*deathgasp"''' (this will normally fake your death), this way you trigger the built-in explosive implant and you go out with a blast! |
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| | If you fall unconscious, but not critical (e.g. sleeping because of a chemical attack), type '''suicide''' (not say!) and confirm, THEN type '''succumb''' to explode instantly. If you are already in critical, just type '''succumb'''. |
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| | Dying will cause you to explode, knocking down and damaging people around you. So do not do it next to your teammates, only next to the station crew. |
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| | ===Equipment=== |
| | [[File:Nuke_equipment.jpg|thumb|400px|The fuck is this pic supposed to be?<br>Green & orange: weapons (and tools).<br>Blue & red: tools and miscellaneous shit.<br>Purple: If you don't know what this is, we really hope you're not a Nuke Op right now.]] |
| | Pick out what you need from the armory closet in the '''Equipment Room''' as well as your Syndicate Uplink. The armory closet contains: |
| | * Jet Harness filled with oxygen (This fits inside your backpack, so you can wear your backpack inside the station.) |
| | * Syndicate Mask |
| | * Tactical Turtleneck |
| | * Blood-red Hardsuit and Helmet (These fit inside your backpack, you move faster inside the station without the suit on, the helmet does not matter.) |
| | * Military Belt |
| | * Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box too.) |
| | * High-capacity Power Cell |
| | * Multitool |
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| | There's also a '''Tool Storage''', which contains: |
| | * Unfinished Teleporter Hub |
| | * Night Vision Goggles |
| | * Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink and the wrench for securing bombs.) |
| | * Suspicious Beacons (Thesea are large bombs, dont just take them randomly, usually they are used as part of the plan.) |
| | * Syndicate Minibombs |
| | * Many other kinds of generic tools like proximity sensors and remote signaling devices |
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| | You must now equip yourself for space travel so you can invade the station. |
| | # Get out of your armor and put on the dark red space suit, though you may decide to keep your SWAT helmet on as it is space proof and more protective, but it won't protect you against flashbangs, your choice. |
| | # Take your backpack off. |
| | # Place your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. # Take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt. |
| | # Pick out your Syndicate agent card ID's disguise (or wait till you get to the station). |
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| | Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Nightvision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink. |
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| | You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons. |
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| | ===This is My Rifle=== |
| | A quick and dirty list of the common weapons employed by Syndicate Operatives in the field. |
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| | *[[File:Stetchkin.png]] Stetchkin Pistol -- '''Free'''. Standard-issue sidearm. 8 Rounds, 25 brute per shot. This is a poor primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. |
| | *[[File:Bulldog.png]] Bulldog Shotgun -- '''Free'''. Standard-issue primary longarm. 8 Shells drum fed, semi-automatic. Three ammo types. |
| | *[[File:C20r.png]] C20r SMG -- '''14 telecrystals.''' Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. Popular among nuke ops |
| | *[[File:C90gl.png]] C90gl Assault Rifle -- '''18 telecrystals.''' Mid-range combat rifle. 30 rounds, 35 brute per shot. Secondary grenade launcher, aprox 80 brute per grenade. |
| | *[[File:L6machinegun.png]] L6 SAW -- '''40 telecrystals.''' Light Machinegun. 50 rounds, 60 brute per shot. Powerful, though if you drop it prepare to be royally screwed by that assistant. |
| | *[[File:Sword.gif]] Energy Sword -- '''8 telecrystals'''. Close combat weapon. 30 brute per hit. When double-bladed, can block taser shots. Best if double-bladed, if used as a sidearm or if you are very robust in melee. |
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| | In the locker room are three Energy Guns that can make excellent Primary Weapons but they suffer from only have 10 shots before needing a recharge, and you are unlikely to get a chance to recharge them. |
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| | [[File:pinpointer.gif|50px]]'''Don't forget to take a Pinpointer with you.''' This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk. They can be found in the equipment room armory closets. Every member of the team [[Beyond the impossible|should always have one of these on them]]. |
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| | The military PDA is very handy if you want to escape after you set the nuke (and I know you do), make sure you assign the PDA to someone who has the least chance of dying and won't fuck off into space. |
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| | Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild. |
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| | You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of [[Robust|know how]], and you have a chance. But what makes the Syndicate agent successful isn't their red suit, or revolver, it is their team. |
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| | ==Actually Getting There== |
| | The Syndicate Mothership is NOT in proximity of the station when the nuke team is first sent out. One of the Nuclear Operatives must use the control computer to move the Mothership into close proximity to the station. |
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| | One way to get to the station is through teleportation. For this you must complete the half-built teleporter in the Mothership. |
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| | If you choose to go through space, you must use the blast doors to exit the Mothership. Only a PDA with a detomatrix cartridge can open these doors remotely. The Syndicates start with one PDA that has this, this is a very important item, do not let the enemy get their hands on this. |
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| | ===Dat Fukken Disk=== |
| | [[File:Disk512.gif|right|thumb|192px|GET THIS.]] |
| | You need this disk, but as it could be guarded by the [[Captain]], [[Head of Security]], [[Clown]], or the [[Head of Personnel]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective. |
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| | One method includes blowing up the wall the disk holder has their back to. With a modified Syndicate bomb, you can blast that wall down and seriously wound the disk carrier. |
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| | Another requires team work, have one agent cause trouble in one spot (some place secure, like the brig), this will cause the disk holder to flee some place else secure. A place you will have your team staking out and ready to strike. |
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| | The disk's whereabouts can be located using a '''Pinpointer''', assuming you aren't a chucklefuck and remembered to take one with you. Do not destroy the disk, it makes your life harder. |
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| | ===ACTIVATING THE NUKE!=== |
| | Once you get the disk, you need to rush back to the Mothership, make sure your team knows you got the disk, and to defend the Mothership and throw off anyone chasing you. |
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| | [[File:Nuke.gif|200px]]<br><br><br> |
| | There will be the nuke, now follow these guidelines in order: |
| | # '''Click''' it with your open hand. |
| | # Place the Nuke '''Disk''' into the slot. |
| | # Punch in the nuke '''code''', hit enter. |
| | # Set the '''time'''. |
| | # Set it to '''Armed'''. |
| | # ''(Optional)'' Disengage the anchor. |
| | # ''(Optional)'' Have it timing as you run off with the thing (if you die it will still go off). |
| | # ''(Optional)'' Place the nuke anywhere you want on the station. |
| | # ''(Optional)'' Anchor it. |
| | # Take the Nuke '''Disk''' out. |
| | # Either guard the disk, space the disk, or something to throw off the crew's pin pointer. |
| | # Get back to your '''Mothership'''. |
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| | If any other Nuke Agents are alive, give them a moment to get to the Mothership. Once you and your buddies are loaded in the Mothership, get out of there. |
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| | ==Quick Tips== |
| | * Be careful of falling behind and getting lost in space. |
| | * To talk with your team, just talk as if you wanted to talk on the standard radio channel, your headset is different and only your team will hear you. |
| | * Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms. |
| | * Voice-changers are no good if everyone can see you wearing the gas mask when you shouldn't have one. |
| | * Make sure the Escape Shuttle can't be called and then you can't technically lose! |
| | * Always keep in communication with your team. Having backup and knowledge of what's happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do. |
| | * Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles! |
| | * Taking out telecommunications is a good way to ensure the crew remains confused and disorganized |
| | * There is a teleporter available in the Syndicate Mothership. Should you spend the 20 telecrystals needed to finish it, it can create an excellent entry point within the station. |
| | * Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would take you days to guess it. |
| | * For the love of fuck do not mistake a Science Disk for the Nuke Disk, sciences disks are Yellow and Nuke Disks are Green. |
| | * Do not buy a mech unless you are absolutely sure you are capable of making it an asset. |
| | * Use the red button found in your base to instantly blow up all deployed syndicate bombs in the game. |
| | * If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. |
| | * You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out. |
| | * If going stealth, screwdriver your syndicate headset and place the encryption key in a standard headset from the station so you can communicate with your team without wearing a dead giveaway. |
| | |
| | ==Mission Debriefing== |
| | * If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory. |
| | * If the Escape Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory. |
| | * If the Nuke detonates in the station successfully and the Syndicate Mothership escapes, the Syndicates wins a Major Victory. |
| | * If the Nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. |
| | * If the Nuke detonates, but not on the Station's z-level, the crew wins a Minor Victory. |
|
| |
|
| == Lock N' Load ==
| |
| Here's a list of the most important Syndicate Items that are available to you. Only ones that you may actually need are listed.
| |
| === Stealthy Stuff ===
| |
| Everything an Operative needs to remain undetected.
| |
| {| class="wikitable sortable" border="1"; || style="text-align: center;"
| |
| |-
| |
| ! scope="col" class="unsortable"| Appearance
| |
| ! scope="col" class="unsortable"| Name
| |
| ! scope="col" class="unsortable"| Cost
| |
| ! scope="col" class="unsortable"| Function
| |
| ! scope="col" class="unsortable"| Strategy
| |
| |-
| |
| ! scope="row"| [[File:ebow.png]]
| |
| | Mini Energy Crossbow
| |
| | 12 TC
| |
| | A silent weapon, good for putting down people who are chasing of you, or assisting in quickly killing them, able to fit in one's pocket. It deals 10 toxin damage and stuns anyone hit by it. It contains 6 shots, which recharge over time.
| |
| |An unusual choice, especially since it requires a lot of TC. You should only use this as a stealthy operative, due to its ability to be hidden, and it's effectiveness. An ebow shot followed a whole clip from a silenced stetchkin should put down the Captain or HoS easily.
| |
| |-
| |
| ! scope="row"| [[File:pen.png]]
| |
| | Sleepy Pen
| |
| | 3 TC
| |
| | Once you stab someone with this baby, they'll be out cold for quite a while. They are notified as a message will appear and their screen will begin to fade. It mutes them instantly and their speed slows to a shuffle. They then fall unconscious, giving you ample time to ''dispose'' of them. They will eventually reawaken, and return to normal in about 30 seconds.
| |
| | Again, only useful as a stealthy operative, and only easily utilised if you can get the disc holder alone. Taking a disguise as a head or member of security is advised.
| |
| |-
| |
| ! scope="row"| [[File:Chameleon jumpsuit.gif]]
| |
| | Chameleon Jumpsuit
| |
| | 4 TC
| |
| | Able to be changed at will to any kind of jumpsuit you want. Great when paired with a voice changer and an agent card. It can be '''any''' kind of jumpsuit, from Atmos Tech to CentCom Official.
| |
| | Disguising as a bunch of assistants can let you infiltrate, since no one will check the records. Impersonating a head can be hard, but if you feel up to it, it makes getting dat fukken disc much easier.
| |
| |-
| |
| ! scope="row"| [[File:Gas mask.png]]
| |
| | Voice Changer
| |
| | 5 TC
| |
| | When activated, your voice will be the same as the name of the ID you possess. This item will mask your face too. Do not use this unless your job usually uses gas masks, or you might find yourself on the way to the brig. Be aware, having no ID and speaking with an active voice changer will make your voice appear as ''Unknown''.
| |
| | Use this with a chameleon jumpsuit and an agent card to complete your disguise.
| |
| |-
| |
| ! scope="row"| [[File:Chameleon projector.gif]]
| |
| | Chameleon Projector
| |
| | 7 TC
| |
| | This device disguises the user as a scanned object when activated. The default object is a cigarette butt. You move at walking speed when disguised, so be sure to only move when no one can see. Being interacted with will reveal your disguise.
| |
| | Only of limited usefulness, it can be used if you fail an assassination attempt and the jig's up. Or you can wait, disguised, for the disk holder, and blast him all the way to the Derelict.
| |
| |-
| |
| |}
| |
| === Tons O' Guns and Shields N' Swords ===
| |
| If there's one way you can define a Nuke Op, it's by their weapons.
| |
| {| class="wikitable sortable" border="1"; || style="text-align: center;"
| |
| |-
| |
| ! scope="col" class="unsortable"| Appearance
| |
| ! scope="col" class="unsortable"| Name
| |
| ! scope="col" class="unsortable"| Cost
| |
| ! scope="col" class="unsortable"| Function
| |
| ! scope="col" class="unsortable"| Strategy
| |
| |-
| |
| ! scope="row"| [[File:Stetchkin.png]]
| |
| | Stetchkin Pistol
| |
| | Free
| |
| | A versatile weapon. A magazine to the head will put a target in the ground in a matter of seconds. Can be equipped with a silencer, making it a stealthy killer. Deals 25 damage per bullet.
| |
| | '''The''' iconic Nuclear Operative weapon. It comes free of charge, so every Nuke Op should have one. 4 bullets is enough to put an unarmoured opponent into crit. It's always a good weapon to pull, since many people don't expect you to use it over other weapons.
| |
| |-
| |
| ! scope="row"| [[File:C20r.png]]
| |
| | C20r SMG
| |
| | 14 TC
| |
| | Only available to Operatives. Any bullet from this gun that connects with a target will knock them down, giving you ample time to finish them off in close combat with an e-sword. Deals 20 damage per shot.
| |
| | Another iconic weapon, this can be used to stem the hordes that will inevitably hunt you down. Each hit from this will knock them down, not allowing them to use any weapons against you. Extremely effective when paired with an Energy Shield.
| |
| |-
| |
| ! scope="row"| [[File:C90gl.png]]
| |
| | C90gl Assault Rifle
| |
| | 18 TC
| |
| | Only available to Operatives. This gun is sure to rip [[Security Officer|Security]] to shreds. It deals a stunning 35 damage, which will put you down if a mere ''3'' bullets connect with an unarmoured victim. It loses the ability to knock someone down, and comes with a grenade launcher, which deal 80 brute damage each.
| |
| | This weapon is great against individual opponents, and when paired with an energy shield, you become unstoppable, able to reflect incoming attacks while decimating their ranks. The grenade is excellent to take out a group that has bunched up, if you have a good aim, you can take out multiple hostiles with one grenade.
| |
| |-
| |
| ! scope="row"| [[File:Bulldog.png]]
| |
| | Bulldog Semi-automatic Shotgun
| |
| | Free
| |
| | Only available to Operatives. Found in a locker on the Syndicate Spaceship, these all come loaded with stun rounds. They can fit in your backpack, so they're good when you find yourself out of ammo, and having to retreat. They can be loaded with a variety of different ammo types, such as ''Stun Slugs'', ''Buckshot'' and ''Dragon's Breath''.
| |
| | Use as a last resort, unless buying special rounds like Buckshot or Dragon's Breath. An often forgotten gun, it can pack a punch when used correctly. Use at a close range, as they lose effectiveness at long and medium distances.
| |
| |-
| |
| ! scope="row"| [[File:L6machinegun.png]]
| |
| | L6 SAW
| |
| | 40 TC
| |
| | Only available to Operatives. Extremely expensive and powerful. Bullets deal 60 damage, extremely effective when fired down a hallway at approaching NanoTrasen staff members. This gun is a risky gamble, as it costs a great amount of TC, and if stolen, can be catastrophically used against the team.
| |
| | Spray and pray with this baby. People will be more worried about dodging the bullets than shooting you. Effective at covering your team or holding a chokepoint, it's a force to be reckoned with. You should rarely have to buy a second mag, as by the end of the first magazine, you, the crew, or both of you will be dead or fleeing.
| |
| |-
| |
| ! scope="row"| [[File:Flamethrower.png]]
| |
| | Flamethrower
| |
| | 11 TC
| |
| | Only available to Operatives. This thing fires ignited plasma at high velocities towards its targets. If you ever wanted to roast those NanoTrasen pigs and make some bacon, now's the time.
| |
| | Almost never used. Stop people from moving through key chokepoints by filling it with hot plasma. If you see people bunched together in a small room, purge them with your cleansing fire. The designated shooter of this weapon should cover his team's path with the flames once they've retrieved the disc.
| |
| |-
| |
| ! scope="row"| [[File:Chem sprayer.png]]
| |
| | Biohazardous Chemical Sprayer
| |
| | 20 TC
| |
| | Only available to Operatives. Holds a nasty cocktail of bad stuff, which will debilitate and destroy those who ingest it. Combining it with other weapons is a guaranteed trip to the morgue for anyone without internals.
| |
| | Almost never used, like the flamethrower. The chemicals used in this bad boy are:
| |
| *150 units of Spore Toxin, a liquid which blocks vision when ingested.
| |
| *150 units of Cryptobiolin, which causes disorientation and dizziness.
| |
| *150 units of Unstable Mutagen, a dangerous substance which mutates the subject, giving them anything from pink hair and telekinesis, to clumsiness and blindness.
| |
| *150 units of Chloral Hydrate, a notorious chemical which knocks people out for extended periods, and is lethal in high doses.
| |
|
| |
|
| All of this is only effective if the targets are not prepared and are not using internals. Be sure to let your team know, so they may use their own internals to avoid the affects of the sprayer.
| |
| |-
| |
| ! scope="row"| [[File:sword.gif]]
| |
| | Energy Sword
| |
| | 8 TC
| |
| | Murdering people. Activate it, walk up to your target, hit them until they stop moving. An unarmoured opponent will be sleeping with the Space Carp in three hits. It has a high chance of knock down or knock out. Has a small chance of reflecting tasers and lasers back the way they came when activated.
| |
| | A double e-sword is usually better, but this can serve a purpose for those who want to buy other equipment. With an e-shield you can blast people down with a Bulldog or Stetchkin, and engage in melee with your sword.
| |
| |-
| |
| ! scope="row"| [[File:doublesword.gif]]
| |
| | Double Energy Sword
| |
| | 16 TC. Created by joining two Energy Swords together
| |
| | Murdering people, with double the efficiency. Activate it, walk up to your target, hit them until they stop moving. An unarmoured opponent will be paint on the floor in four hits. It has a very high chance of knock down or knock out. Always reflects tasers and lasers back the way they came when activated.
| |
| | An absolute beast. This thing will tear right through [[Security Officer|Sec]]. No one has a chance against you, but you give up most of your ranged combat ability. Be sure to take the lead, covering your teammates and being sure not to get shot in the head by your fellow Operatives.
| |
| |-
| |
| ! scope="row"| [[File:eshield.png]]
| |
| | Energy Shield
| |
| | 16 TC
| |
| | Only available to Operatives. This must be activated to be effective. Always reflects tasers and lasers back the way they came when activated. Allows you to fire guns whilst having the reflective properties of a double e-sword.
| |
| | Paired with a C20, or even better, a C90gl, will allow you to be a tank. With that combination, you can deflect incoming attacks headed towards your team whilst spraying grenades or bullets. Or, if you can't afford that, a Stetchkin, Bulldog, or Energy Sword will suffice.
| |
| |-
| |
| |}
| |
| === You're Gonna Need Some Ammunition ===
| |
| Guns are great, until you hear the clicking sound when it has no ammo. These things help prevent that.
| |
| {| class="wikitable sortable" border="1"; || style="text-align: center;"
| |
| |-
| |
| ! scope="col" class="unsortable"| Appearance
| |
| ! scope="col" class="unsortable"| Name
| |
| ! scope="col" class="unsortable"| Cost
| |
| ! scope="col" class="unsortable"| Function
| |
| ! scope="col" class="unsortable"| Strategy
| |
| |-
| |
| ! scope="row"| [[File:10mmMag.png]]
| |
| | 10mm Magazine
| |
| | One comes loaded into your Stetchkin, and you get another spare mag with it. More can be ordered for 1 TC each.
| |
| | Load up the Stetchkin. Contains 8 bullets, dealing 25 brute damage each.
| |
| | Load the Stetchkin with this.
| |
| |-
| |
| ! scope="row"| [[File:12mmMag.png]]
| |
| | 12mm Magazine
| |
| | One comes loaded into your C20. More can be ordered for 2 TC each.
| |
| | Only available to Operatives. Load up the C20r. Contains 20 bullets, dealing 20 brute damage each.
| |
| | Load the C20r with this.
| |
| |-
| |
| ! scope="row"| [[File:5.45mm.png]]
| |
| | 5.45x39mm Magazine
| |
| | One comes loaded into your C90gl. More can be ordered for 2 TC each.
| |
| | Only available to Operatives. Load up the C90gl. Contains 30 bullets, dealing 35 brute damage each.
| |
| | Load the C90gl with this.
| |
| |-
| |
| ! scope="row"| [[File:40mmGrenade.png]]
| |
| | 40mm Grenade Box
| |
| | One grenade comes loaded into your C90gl grenade launcher attachment. More boxes can be ordered for 4 TC each.
| |
| | Only available to Operatives. Load up the C90gl. Contains 4 grenades, dealing around 80 brute damage in an area when detonated.
| |
| | Load the C90gl grenade launcher attachment with this.
| |
| |-
| |
| ! scope="row"| [[File:StunSlug.png]]
| |
| | Stun Slug Drum Magazine
| |
| | One comes loaded into your Bulldog. More can be ordered for 2 TC each.
| |
| | Only available to Operatives. Contains 8 slugs, dealing 5 brute damage each and stunning anything it touches for 10 seconds. Unlimited range.
| |
| | Load the Bulldog Semi-automatic Shotgun with this. This is a decent weapon for those who can't afford more expensive options. It would take 20 slugs to down an unarmoured victim, so it is not recommended for those who wish to lethally dispose of their opponents.
| |
| |-
| |
| ! scope="row"| [[File:BuckshotBull.png]]
| |
| | 12 Gauge Buckshot Drum Magazine
| |
| | 2 TC
| |
| | Only available to Operatives. Contains 8 buckshot shells, dealing 75 brute damage when all pellets connect with their target. At larger ranges, the damage decreases rapidly.
| |
| | Load the Bulldog Semi-automatic Shotgun with this. An effective weapon for rushing the Bridge. If you can get close enough to people, you can gun them down in the hallway. Once you reach the [[Captain's Office]] or the Teleporter, you can fortify and blast anyone who comes through the door, since it can take out most opponents in two rapid shots. Use this ammo if you trust your aim.
| |
| |-
| |
| ! scope="row"| [[File:DragonBreathBull.png]]
| |
| | 12 Gauge Dragon's Breath Drum Magazine
| |
| | 3 TC
| |
| | Only available to Operatives. Contains 8 slugs, dealing only 20 brute damage when all pellets connect with their target. The special part is that the pellets leave a trail of flames, which dissipate quickly. If a target is struck, or walks into the flames, they will be set on fire.
| |
| | Load the Bulldog Semi-automatic Shotgun with this. An odd weapon. Fire this into a crowd to send them running the other way. Use it against high value targets. They'll either have to roll to put out the fire, letting you take them out, or they'll burn to death.
| |
| |-
| |
| ! scope="row"| [[File:A762.png]]
| |
| | 7.62x51mm Magazine
| |
| | One comes loaded into your L6 SAW. More can be ordered for 12 TC each.
| |
| | Only available to Operatives. Load up the L6 SAW. Contains 50 bullets, dealing 60 brute damage each.
| |
| | Load the L6 SAW with this.
| |
| |-
| |
| |}
| |
| === Making an Explosive Impression ===
| |
| You're going to need some explosives. Wall in your way? Blow it up? HoS shooting at your comrades? Blow him up. Station full of NT scum? Blow it up. <s>Every</s> Many situations can be solved with explosives.
| |
| {| class="wikitable sortable" border="1"; || style="text-align: center;"
| |
| |-
| |
| ! scope="col" class="unsortable"| Appearance
| |
| ! scope="col" class="unsortable"| Name
| |
| ! scope="col" class="unsortable"| Cost
| |
| ! scope="col" class="unsortable"| Function
| |
| ! scope="col" class="unsortable"| Strategy
| |
| |-
| |
| ! scope="row"| [[File:C4.gif]]
| |
| | Composition C-4
| |
| | 1 TC
| |
| | Making stuff go boom. It has a minimum timer of 10 seconds, which you can change. It takes 5 seconds to place. It can not be placed on people. You are able to use a screwdriver and attach a signaler, which when signaled with the correct signal, will detonate instantly.
| |
| | Good when combined with a powersink and thermals. You can blast through walls, which should give the disc holder a surprise. Useful when the AI bolts you in, concentrated explosives can obliterate a door easily.
| |
| |-
| |
| ! scope="row"| [[File:Minibomb.gif]]
| |
| | Syndicate Minibomb
| |
| | 6 TC
| |
| | Making stuff go boom. It has a 5 second fuse. Pretty much a grenade. It'll blast right through to space, and damage stuff for a few meters around. Toss this to send people running. A special characteristic is that it takes an extremely short amount of time to slip into someone's pocket. Slipping a live minibomb into someone's pocket usually doesn't give them enough time to react.
| |
| | Cook this thing in your hand and toss it at who ever pisses you off. If they don't go down, they'll certainly run. It packs a surprisingly large punch, so use them generously.
| |
| |-
| |
| ! scope="row"| [[File:Syndicate Bomb.gif]]
| |
| | Syndicate Bomb
| |
| | 1 TC
| |
| | Making stuff go boom. It has a minimum timer of 60 BYOND ticks, which in reality is about 2 and a half minutes, so it gives you plenty of time to run. Be sure to wrench it down to stop people moving it. It emits an loud beeping sound before explosion. People can open it with a screwdriver and try to defuse it with a multitool and wirecutters, but they usually end up blowing themselves up. The explosion will gib people close to it, and spread flames everywhere for a few seconds.
| |
| | Plant these at tcomms or the armory, and watch the fireworks. Everyone will certainly be aware of the explosion, they'll hear it, and the AI will be screaming about it. Only use this thing if you're striking hard and fast.
| |
| |-
| |
| |}
| |
| === Kickass Technology ===
| |
| These gadgets serve a variety of purposes, from draining the power of the station, to seeing people through walls.
| |
| {| class="wikitable sortable" border="1"; || style="text-align: center;"
| |
| |-
| |
| ! scope="col" class="unsortable"| Appearance
| |
| ! scope="col" class="unsortable"| Name
| |
| ! scope="col" class="unsortable"| Cost
| |
| ! scope="col" class="unsortable"| Function
| |
| ! scope="col" class="unsortable"| Strategy
| |
| |-
| |
| ! scope="row"| [[File:Powersink.gif]]
| |
| | Power Sink
| |
| | 10 TC
| |
| | Drains all the energy of the station. It has to be connected to the main power grid, so put it somewhere in maintenance. Screwdriver it in, and activate it. It will take some time for the effect to be noticeable, but soon, the station will be pitch black. Be aware that it emits a bright light, so be sure to check on it every now and then to ensure it has not been removed. Using a crowbar on any unbolted door when all the power has been drained will open it. The power sink can be easily removed by deactivating it and screwdrivering it.
| |
| | One of the most effective tools a team can use. It will drain all the power completely, when placed and activated. Use this confusion to crowbar the doors and grab the disc. The lights should deactivate, which will help you strike under the cover of dark. Remember to bring a crowbar for the doors, a screwdriver to place the powersink and night vision goggles to see. If you have Thermals, use them instead of the night vision goggles, as you will be able to see people through walls.
| |
| |-
| |
| ! scope="row"| [[File:SingoBeacon.gif]]
| |
| | Singularity Beacon
| |
| | 14 TC
| |
| | Used like the powersink. Screwdriver it to a wire, then activate it. This will attract the Gravitational Singularity at a notiecable speed. Once placed down, it cannot be picked back up, so be sure to only deploy it when it's needed. The singularity needs to be loose from the field for it to be attracted by the beacon, so make sure it's free.
| |
| | You would most likely only want to use this if it was to take out Security or Escape. It can be rather effective if you break into Engineering, free the singo, set it up and watch it wreak destruction. Then you can get the disc while everyone's running from the singularity.
| |
| |-
| |
| ! scope="row"| [[File:Emag.png]]
| |
| | Cryptographic Sequencer
| |
| | 6 TC
| |
| | This thing is useful. Extremely useful. The only downside is that if anyone sees you with one, Security will beat your brains out the other side of your skull with their batons and toss your desecrated body out of an airlock and into space. It will force doors open permanently, permanently bolt bolted doors, and break the locks on lockers. It has multiple different uses on machinery; like overloading the safety restrictions on the crusher or holodeck console, or allowing discussion with the {'''REDACTED'''} via the {'''REDACTED'''}. It can be used to subvert [[Cyborg|Cyborgs]] to the owner of the emag by unlocking the console, crowbarring it, and then emagging the interface.
| |
| | This thing is '''invaluable''' if you're not using a powersink. It'll let you into every place you want to go, except bolted areas. Be sure not to emag bolted doors, unless that's what you want, because once a bolted door is emagged, the bolts aren't ever going back up. Remember to bring C4 along, since the [[AI]] can bolt doors around you.
| |
| |-
| |
| ! scope="row"| [[File:Meson.png]]
| |
| | Thermal Imaging Glasses
| |
| | 6 TC
| |
| | One of the best traitor items. It is disguised as a pair of "Optical Meson Scanners", so wear a mask, or be an Engineer. These allow you to see all mobs, including Silicons through walls. Useful for seeing a Security ambush or waiting for your target to come by. It's almost impossible to surprise you with this item.
| |
| | Very useful as a Nuclear Operative, even more so when used in conjunction with a Power Sink. You can avoid Sec or launch surprise attacks on the disc holder. It's a good gadget for an Operative to have, guaranteed to never let you down.
| |
| |-
| |
| ! scope="row"| [[File:Viscgrenade.png]]
| |
| | Viscerator Grenade
| |
| | 8 TC
| |
| | Only available to Operatives. This grenade disperses 5 viscerators; flying rotors which will chase and slice anyone that's not a member of the Syndicate. These will deal a moderate amount of damage, and can actually kill unarmoured crew members. An effective weapon for dispersing crowds.
| |
| | This thing is a beast when it comes to clearing out an area. Lob one of these in, and it'll send the NanoTrasen rats running the other direction, giving you time to take out the [[Captain|important]] [[Head of Security|members]] of the staff. It's a bit costly for its effect though, so only purchase it if you know you can use it effectively.
| |
| |-
| |
| ! scope="row"| [[File:Syndibutton.png]]
| |
| | Syndicate Detonator
| |
| | Free. Another can be ordered for 3 TC.
| |
| | Only available to Operatives. Yes. A big red button. This big red button does exactly what you would think. It makes stuff blow up. To be precise, all live Syndicate Bombs will explode when this is detonated.
| |
| | Big red buttons. What more could you want. Use this button to cut down on the timer for bombs, or coordinate the explosions, so you can have separate teams strike at the same time.
| |
| |-
| |
| |}
| |
| === Utility Items ===
| |
| These items are useful, serving many different purposes that don't fit into their own category.
| |
| {| class="wikitable sortable" border="1"; || style="text-align: center;"
| |
| |-
| |
| ! scope="col" class="unsortable"| Appearance
| |
| ! scope="col" class="unsortable"| Name
| |
| ! scope="col" class="unsortable"| Cost
| |
| ! scope="col" class="unsortable"| Function
| |
| ! scope="col" class="unsortable"| Strategy
| |
| |-
| |
| ! scope="row"| [[File:flashbangbox.png]]
| |
| | EMP Kit
| |
| | 5 TC
| |
| | A kit with all the things you need to defeat electronic resistance you may encounter, and can help perform a variety of tasks, such as disabling radios, damaging cyborgs, opening doors, and messing with cameras. This kit comes with two EMP grenades, which you can activate and throw, a ranged attack that most will not see coming. The implanter allows you to trigger an EMP twice, using your mind. This is extremely effective against borgs. The flashlight will cause an EMP against whatever it strikes, and contains 4 charges, which regenerate over time.
| |
| | It can be pretty useful against Cyborgs, and those grenades can drain the power from the weapons of Security. If a Sec Borg is trying to arrest you, set the implant off, and get out of there. An effective kit to use against your foes.
| |
| |-
| |
| ! scope="row"| [[File:encryption key.png]]
| |
| | Binary Translator Key
| |
| | 5 TC
| |
| | Used to listen into the binary channel, used by [[Cyborg|Cyborgs]] and the [[AI]]. Screwdriver your headset, and refit the keys to use it.
| |
| | Quite effective if you wish to know what the AI is doing, if he's sent borgs after you, and other important information.
| |
| |-
| |
| ! scope="row"| [[File:multitool.png]]
| |
| | Artificial Intelligence Detector
| |
| | 1 TC
| |
| | Used to know when the [[AI]] is watching you. It will go red when an AI is looking at you, so keep it in an area where you can watch it. It also functions as a multitool, so you can use it if you can't find one yourself.
| |
| | It can be useful for Operatives, both loud and quiet. Always good to know when to make a break for the disc, or kill someone.
| |
| |-
| |
| ! scope="row"| [[File:circuitboard.png]]
| |
| | Hacked AI Upload Module
| |
| | 14 TC
| |
| | Customise this with whatever you want, then place it in an AI upload console, to upload your new law. This law is higher priority than any other law, and any other hacked laws will descend in priority.
| |
| | Subverting the AI is a very enticing option. It turns your greatest enemy into your most powerful companion. This '''should''' keep the borgs off your backs too.
| |
| |-
| |
| ! scope="row"| [[File:circuit board.png]]
| |
| | Teleporter Circuit Board
| |
| | 40 TC
| |
| | Only available to Operatives. Used to complete the broken teleporter on your ship. Just slot it in and finish the construction and you'll have a fully working teleporter, able to teleport into the bridge, or anywhere else you might need.
| |
| | An expensive option, but devastating if used correctly. It eliminates having to infiltrate the station, and it'll give the crew quite a shock when they see you appear suddenly. But they'll probably be dead soon.
| |
| |-
| |
| ! scope="row"| [[File:syndiMedKit.png]]
| |
| | Teleporter Circuit Board
| |
| | 9 TC
| |
| | Only available to Operatives. Contains a variety of medical supplies to keep your fellow Ops alive and kicking.
| |
| | A good choice for those who have chosen to support the team. The contents are as follows:
| |
| *Combat Stimulant Injector, a modified air-needle autoinjector. Ues this as a quick solution to any damage your patients may take. Contains a 60 unit mix of Doctor's Delight, which heals all damage slowly, and Synaptizine, which reduces stuns and weakness, and has a small chance to deal toxin damage. Injects 10 units at a time.
| |
| *A Health Scanner HUD. Keep an eye on how your comrades are doing with this. It'll give you an overlay of their current health level.
| |
| *Lethal Injection Syringe. Not sure why this is in here, but whatever. Maybe try injecting the Captain with this when he trips.
| |
| *A Dermaline pill. Used to treat burn damage from those nasty lasers that will be coming your way.
| |
| *A Bicaridine pill. Used to treat brute damage from those [[Assistant|assistants]] who'll be toolboxing you.
| |
| *Surgical Drill. Can be used as a weapon, dealing 15 brute damage. Aim for the eyes.
| |
| *Stethoscope. Useless, throw it away.
| |
| |}
| |
| === Rock 'Em Sock 'Em Robots ===
| |
| Sometimes you just need to get some good old mechanical power to help you out.
| |
| {| class="wikitable sortable" border="1"; || style="text-align: center;"
| |
| |-
| |
| ! scope="col" class="unsortable"| Appearance
| |
| ! scope="col" class="unsortable"| Name
| |
| ! scope="col" class="unsortable"| Cost
| |
| ! scope="col" class="unsortable"| Function
| |
| ! scope="col" class="unsortable"| Strategy
| |
| |-
| |
| ! scope="row"| [[File:Syndieborg.png]]
| |
| | Syndicate Cyborg
| |
| | 50 TC
| |
| | Only available to Operatives. Adds a robotic vector to the Syndicate attack. This is a NanoTrasen Security Cyborg with a new paint job and an arsenal of Syndicate weaponry, able to take out every threat the crew can throw at them.
| |
| | This thing is a mean fighting machine. It comes equipped with a Laser Gun, Energy Crossbow, Emag, Energy Sword and a Jetpack, able to be used in many situations. It has control over all the station's controls, being able to open doors, use systems remotely, and control APCs. It has a 25,000k battery, guaranteed to keep it fighting for a long time. It's able to deal with the AI easily, and emag the borgs to bring them to your side. It has access to the binary channel, so it can keep you updated on what's happening. Remember to bring a welder to repair it. Keep it safe, and it'll keep you safe.
| |
| |-
| |
| ! scope="row"| [[File:DarkGygax.png]]
| |
| | Dark Gygax
| |
| | 90 TC
| |
| | Only available to Operatives. Adds an awesome robot vector to the Syndicate attack. A Gygax gone bad. This mecha has the ability to greatly increase its speed at the cost of some damage; an Ultra AC2 machinegun, which acts like a C20r; a grenade launcher loaded with flashbangs; and a teleportation device, allowing you to blink into different areas. An ion gun is extremely effective against this mecha, and all of it's weapons require ammo which cannot be restocked.
| |
| | This is a dangerous machine in the hands of a skilled pilot. You need to have your team support you, when in this mech, or you'll go down. You can teleport into key areas, gun down the high ranking members, and cover your team. Use the grenade launcher to disable borgs and the crew, so your team members can kill them. Be aware that you do not have as much armour as other mechas, but you are a lot faster. Remember to stick with and support your fellow Operatives.
| |
| |-
| |
| ! scope="row"| [[File:DarkMarauder.png]]
| |
| | Dark Mauler
| |
| | 150 TC
| |
| | Only available to Operatives. Adds an unstoppable death vector to the Syndicate attack. The most powerful and expensive weapon in the Nuclear Operative arsenal, this mecha could juggle space bears while blasting Security out the other side of the station. Equipped with a Solaris Heavy Laser Cannon to turn your foes to ash; an SRM8 Missile Rack to blast down walls and gib opponents, a Power Relay for infinite power and additional armor layers to keep your mecha in one piece. Extremely slow, yet extremely resilient, an expensive but devastating piece of technology for a team to utilize.
| |
| | The strategy for this mecha: Walk towards the disc, blast anything that bothers you into SS12, and get that fukken disc.
| |
| |-
| |
| |}
| |
| = Let's Put it Into Practice =
| |
| So that's the theory part down, not to put it into practice. In this section we'll be discussing a number of things, from maneuvering into and about the station, to the many dangers you will face on your mission.
| |
| == Getting to the Station ==
| |
| Time to get to the fukken station. Here you'll learn how to move the ship, and how to enter the station. The first thing you'll want to do is have a member of the team move the ship to the area you want, by going to the front of it and using the computer. It will take a short time to travel from Deep Space to the Station. <br>
| |
| === Space Ship Zipping Around ===
| |
| There are 8 locations you can move to:
| |
| *Syndicate Space. This is where the ship starts, use this to escape back to safety once the nuke has been primed.
| |
| *North West. Good for getting into Arrivals maint, or into the Armoury.
| |
| *North. Good for bombing the armoury and getting the equipment.
| |
| *North East. Not really sure what this could be used for, but it's close to Escape.
| |
| *South West. A good place to put a powersink, and the maint leads right into the main area near the bridge.
| |
| *South. Nothing much here but the singo, is close to both south west maint and Telecommunications.
| |
| *South East. Right by Tcomms, so you can stick a syndibomb outside and blow it up.
| |
| *North East of the Mining Asteroid. Useless, very far away and time consuming to get to the station, and the disc cannot go onto other z-levels, so you won't be able to take it back unless someone moves the ship.
| |
|
| |
|
| === Jetpacking in ===
| |
| Now that you're in position, you'll have to figure out how to get on the station and enact your plan. Go to the left most area of the ship and equip your suit, mask and jet harness. Set the mask release pressure for the jet harness to 16. Fill up your jetpack fully in the oxygen canister, and use it sparingly, as you have a limited supply of oxygen. Then, when your leader has given the signal, activate your internals your jetpack, have someone open the door, and get to the station. Use your pinpointer to figure out the location of the station. Remember where you land, as you'll need to get back to the ship. Once you'be reached a safe area, by breaking a window or emagging in, change out of your hardsuit and into your armour and helmet if you wish, as it will speed you up. Then begin the first phase of the plan.
| |
| == The Dangers of the Station ==
| |
| You'll have a lot of perilous encounters aboard the station, which is what makes your mission so dangerous. You're having to precariously navigate through a gauntlet of fires, bombs, and insane mental asylum rejects, formally known as "[[Jobs|The Crew]]"
| |
| === The Crew ===
| |
| The staff-members of the station are out for your blood, so be wary of them. The most prominent enemies you will face have been conveniently placed into TvTropes categories. [http://tvtropes.org/pmwiki/pmwiki.php/Main/Villains]
| |
|
| |
|
| {| class="wikitable sortable" border="1"; || style="text-align: center;"
| |
| |-
| |
| ! scope="col" class="unsortable"| Appearance
| |
| ! scope="col" class="unsortable"| Name
| |
| ! scope="col" class="unsortable"| Archetype
| |
| ! scope="col" class="unsortable"| Description
| |
| ! scope="col" class="unsortable"| Danger Level
| |
| |-
| |
| ![[File:Assistant.png|link=http://wiki.yogstation.net/index.php?title=Assistant]]
| |
| |Assistant
| |
| |Mook
| |
| |They're called the Grey Tide for a reason. They will swarm you. Very easy to kill, usually very stupid and easy to avoid, but if they manage to get enough numbers, you'll soon find yourself looking down the barrel of your own gun.
| |
| |Low
| |
| |-
| |
| ![[File:Clown.png|link=http://wiki.yogstation.net/index.php?title=Clown]]
| |
| |Clown
| |
| |Mascot Mook
| |
| |The Clown may look deceivingly innocent, but behind that mask lies a broken mind which wishes humiliation and death upon all Operatives. The Clown is such a wild card that it has almost become the quintessential enemy of the Nuke Ops. They can end a whole team or take a bullet and die. Clowns are unpredictable.
| |
| |Low to Death Incarnate
| |
| |-
| |
| ![[File:Mime.png|link=http://wiki.yogstation.net/index.php?title=Mime]]
| |
| |Mime
| |
| |Silent Antagonist
| |
| |Mimes are a peculiar bunch. They will usually show courage and attack you, but they're not too strong. They can block your attacks temporarily with invisible walls, so watch out for those.
| |
| |Low
| |
| |-
| |
| ![[File:Janitor.png|link=http://wiki.yogstation.net/index.php?title=Janitor]]
| |
| |Janitor
| |
| |Kung-Fu Proof Mook
| |
| |The Janitor can negate most of your attacks, forcing you to stick to ranged combat. They'll mop the floors, which can cause you to slip and lead to an untimely death. Beware of their cleaning grenades, when detonated they cover the area in cleaning fluid, which will slip you.
| |
| |Medium
| |
| |-
| |
| ![[File:Roboticist.png|link=http://wiki.yogstation.net/index.php?title=Roboticist]]
| |
| |Roboticist
| |
| |Mecha-Mook
| |
| |The Roboticist can create more cyborgs to fuck up your day, or big stompy mechs that will blow you sky high. Usually not very dangerous if they don't get the materials they need.
| |
| |Medium
| |
| |-
| |
| ![[File:Geneticist.png|link=http://wiki.yogstation.net/index.php?title=Geneticist]]
| |
| |Geneticist
| |
| |Superpowered Mook
| |
| |The Geneticist, given enough time, can unleash superpowers onto the crew, greatly increasing their ability to fight you. They can also clone people, so be sure to take them out unless you want to be fighting an endless horde of hulks with x-ray vision.
| |
| |Medium
| |
| |-
| |
| ![[File:Virologist.png|link=http://wiki.yogstation.net/index.php?title=Virologist]]
| |
| |Virologist
| |
| |Plaguemaster
| |
| |Pretty much the Geneticist except they can also inject you with debilitating diseases if they get close enough, so keep your distance.
| |
| |Medium
| |
| |-
| |
| ![[File:Chemist.png|link=http://wiki.yogstation.net/index.php?title=Chemist]]
| |
| |Chemist
| |
| |Poisonous Person
| |
| |Chemistry can cook up all kinds of deadly concoctions in their Chem Dispenser, like Polytrinic Acid, which will melt your face and all your clothes, or Chloral Hydrate, which will knock you out cold for a long time.
| |
| |High
| |
| |-
| |
| ![[File:Quartermaster.png|link=http://wiki.yogstation.net/index.php?title=Quartermaster]]
| |
| |Quartermaster
| |
| |King Mook
| |
| |Pretty much an assistant with access to supplies who rules over their Cargo Tech minions. They're pretty much a miniboss that will support the other members of the crew by ordering weapons to combat you. If you don't act quickly, you'll find yourself fighting off an assistant horde... equipped with shotguns.
| |
| |High
| |
| |-
| |
| ![[File:Generic security.png|link=http://wiki.yogstation.net/index.php?title=Security Officer]]
| |
| |Security Officer
| |
| |Elite Mook
| |
| |With access to tasers, flashbangs and stun batons, these guys have formidable weaponry to combat you. You'll usually find them in pairs, or one leading a group against you. They won't hesitate to beat you to death, so don't let it come that.
| |
| |High
| |
| |-
| |
| ![[File:Scientist.png|link=http://wiki.yogstation.net/index.php?title=Scientist]]
| |
| |Scientist
| |
| |Mad Scientist
| |
| |Very dangerous if given enough time to harness the powers of SCIENCE! Activated slime cores can be deadly when used efficiently, R&D can create strange prototypes to test on you, and Toxins can bomb you into oblivion. The most dangerous is obviously bombers, so make sure not to get within throwing distance.
| |
| |Very High
| |
| |-
| |
| ![[File:Cyborgs.gif|link=http://wiki.yogstation.net/index.php?title=Cyborg]]
| |
| |Cyborg
| |
| |Robotic Psycopath
| |
| |Sec Borgs can cripple an Operative team in a matter of seconds, as it can lay out a barrage of taser shots to down you. The only way you can defend against these things is to shoot it until it stops moving.
| |
| |Very High
| |
| |-
| |
| ![[File:Generic detective.png|link=http://wiki.yogstation.net/index.php?title=Detective]]
| |
| |Detective
| |
| |Personal Mook
| |
| |The lone gunman. The maverick. This enemy isn't like the others, they're different, they're stronger, and a whole lot more dangerous. A detective's revolver will go right past double e-swords and e-shields, and will knock you flat on your ass. They deal considerable damage, so be sure to kill this fellow before they end you.
| |
| |Very High
| |
| |-
| |
| ![[File:Generic warden.png|link=http://wiki.yogstation.net/index.php?title=Warden]]
| |
| |Warden
| |
| |Lieutenant Mook
| |
| |An elevated Sec Officer, they are the last line of defense for the brig, and he'll usually be watching the armoury with a keen eye. As soon as they hear of your presence on the station they'll be handing out weapons. Expect them to be armed to the teeth. Kind of a miniboss that you'll have to deal with.
| |
| |Very High
| |
| |-
| |
| ![[File:AI.gif|link=http://wiki.yogstation.net/index.php?title=AI]]
| |
| |AI
| |
| |A.I Is a Crapshoot
| |
| |The AI can see all. It will constantly deter your progress by bolting doors and disabling systems to slow you down, send cyborgs after you, and tell the crew your location. The plan becomes a lot easier when the AI is taken out of the picture, usually by a borg or a well placed bomb. It's dangerous simply by forcing you to take more time getting through the station.
| |
| |Extremely High
| |
| |-
| |
| ![[File:Generic hos.png|link=http://wiki.yogstation.net/index.php?title=Head_of_Security]]
| |
| |Head of Security
| |
| |Dragon
| |
| |If you want to get to the Captain, you're probably going to have go through the HoS. They are often more skilled in battle than the Captain, serving as the most powerful offensive crew member against your attack. They'll be commanding their Sec force to take you down, and with their coat, they won't go down easy. Often powerful enough that they will be carrying the disc instead of the Captain. Deadly, avoid at all costs unless you're sure you can kill them.
| |
| |Extremely High
| |
| |-
| |
| ![[File:Generic captain.png|link=http://wiki.yogstation.net/index.php?title=Captain]]
| |
| |Captain
| |
| |Big Bad
| |
| |Here they are. The Captain. The big bad. The protector of the disc. You're probably going to have to kill them. And it won't be easy. They're usually protected by the HoP or HoS, they have strong armour, a gun, access to slow you down, a need to protect the disc, and a hatred of anything in a red suit. They can issue orders to their crew, and you never know if they've got something extra up their sleeve, so it's best to be prepared. They are the one who will most likely end up killing you, and the one that will most likely be protected. Your whole mission rests on the skill of the Captain.
| |
| |Extremely High
| |
| |-
| |
| ![[File:Alien 2.png|link=http://wiki.yogstation.net/index.php?title=Xenomorph]]
| |
| |Xenomorph
| |
| |Hopeless Boss Fight
| |
| |So, you've been sent in to the station to blow it up, quite a while after the round's started. Just the normal routine right? You get to the station, start looking for the crew when PSYCHE, ALIENS. You have no hope against these aliens, they will tear you to shreds if you even try to stand your ground and fight. The only hope you have is to get dat fukken disc without getting snatched, and blow up the nuke. There is almost no chance of you making it back to your ship, if you even manage to prime the nuke. You will die.
| |
| |Nigh Impossible
| |
| |-
| |
| |}
| |
| === Environmental Dangers ===
| |
| {{Jobs}} | | {{Jobs}} |
| | [[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]] |
You have been chosen to be one of the few, the strong, the Elite A-team of Syndicate Nuclear Operatives. Your mission, whether or not you choose to accept it, will be to destroy Nanotrasen's most advanced research facility! That's right, you are going to Space Station 13.
Your Objectives
- Retrieve the Nuclear Authentication Disk (located on the station).
- Use it to activate the Nuclear Fission Explosive (located on the Mothership). File:Nuke.gif
- Escape alive on the Syndicate Mothership.
But First, You Must Learn How to Crawl
Before you do anything, you must properly prepare yourself. There's no need to rush, instead take the time to discuss strategy with your squad mates - a job well planned is half done!
The checklist is as follows:
- Memorize the nuclear activation code.
- Plan the attack (how to get the nuke disk and arm the nuke).
- Order items and arm yourself to the teeth.
- Move the Mothership near the station.
- Infiltrate.
Knowing Your Team
All of your fellow agents will have a big red S by their head. Be very careful when you see this S, as you don't want to kill your fellow agents on accident.
There will be a leader. He spawns behind the desk, and is the only one with access to the shutters. If you are the leader but don't feel up to snuff for it, pass along your lead agent card to someone else.
Communication
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, the nuclear code, and attack plans on this channel early, there is no telling who might get the headset later.
Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.
Safewords can be said if you see a comrade but both of you are disguised. "Shamalama dingdong!" or something - fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on.
Passwords are only useful if you have a door guard in the Mothership, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.
Memorizing the Code
The very first thing you should do is memorize the nuclear code! The team leader will probably tell you the code, but if they don't, it should be on a piece of paper somewhere in the room. Every member of the team must know this code since there is no way to know who will be alive at the end of the mission. This changes every time.
Memorizing this is simple: Just type Add-Note followed by the code in the chat bar (without having say before it). Now you can see the code whenever you type Notes.
After this, your team should go through a plan of attack.
Planning the Attack
LISTEN TO YOUR LEADER (the guy who spawns inside the tables he is the only one with access to the button to the shutters)! Your team should talk over about their plan of attack, but the leader should have the final say how things are gonna be since he has the power to buy all the good stuff.
Different approaching styles:
- Infiltration by using jetpacks or by teleportation?
- Split up or stick together?
- Oldskool-style: Get the disk, return to ship, arm the nuke and drag it to the station.
- More-risky-style: Haul the nuke first to the station, get the disk and arm it.
- Stealth-style: Disguise as John Smiths, infiltrate and steal the Nuke Disk quietly.
- Murderbone-style: Just kill everything that doesn't have a red S over it.
- Locker-style: Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies when the crew least expects it!
Ordering Gear as a Team
File:Telecrystal uploadreceive station.png Telecrystal Management Consoles: These consoles work to allow your team to manage their telecrystals. The Telecrystal Stations accept any item with a Syndicate Uplink (PDA, headset, radio, etc.). Once the Uplink is inserted, they can donate their telecrystals to the group's boss console. It's best to go ahead and donate all of your crystals and wait for your commander to dish them out, or buy big stompy mechs!
File:Team telecrystal management console.png Team Telecrystal Management Console can then take its telecrystal pool and distribute it among the hooked Uplink Stations.
It gets an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.
Each operative spawns with a personal Syndicate Uplink radio with 20 Telecrystals pre loaded. STOP! Before you waste your crystals on a balloon, take note of the computer terminals in front of you. Once you insert your Uplink into it these new devices allow for your team leader to assign you additional Telecrystals or for you to donate your own Telecrystals to a common pool for your leader to draw upon. Why would you give away your crystals? Giving your crystals to your team leader will allow him to save up and buy some expensive and powerful goodies, like a freaking assault mech!
Once your team has bought the items essential to your plan you can now selfishly buy what you will need for the mission, however you need to pause and think hard. What Syndicate Items will you need? Which will cause a huge backlash if used against your team? Now, think what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don't worry about people finding the emagged doors. Everyone on the team should have one. Voice changers are wonderful if you are trying to sneak in, as are chameleon jumpsuits. Bombs are great in the right hands. Energy crossbows make excellent side arms. Energy swords, especially if you make double-bladed eswords, are good for blocking enemy fire. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots.
Don't Let Them Steal Your Gun Damnit
IMPORTANT NOTICE: You must prevent the station crew from looting you!
If you are captured (handcuffed), but conscious, try to run away.
If they are restrained and cannot move, you must hurry and type say "*deathgasp" (this will normally fake your death), this way you trigger the built-in explosive implant and you go out with a blast!
If you fall unconscious, but not critical (e.g. sleeping because of a chemical attack), type suicide (not say!) and confirm, THEN type succumb to explode instantly. If you are already in critical, just type succumb.
Dying will cause you to explode, knocking down and damaging people around you. So do not do it next to your teammates, only next to the station crew.
Equipment
File:Nuke equipment.jpg The fuck is this pic supposed to be?
Green & orange: weapons (and tools).
Blue & red: tools and miscellaneous shit.
Purple: If you don't know what this is, we really hope you're not a Nuke Op right now.
Pick out what you need from the armory closet in the Equipment Room as well as your Syndicate Uplink. The armory closet contains:
- Jet Harness filled with oxygen (This fits inside your backpack, so you can wear your backpack inside the station.)
- Syndicate Mask
- Tactical Turtleneck
- Blood-red Hardsuit and Helmet (These fit inside your backpack, you move faster inside the station without the suit on, the helmet does not matter.)
- Military Belt
- Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box too.)
- High-capacity Power Cell
- Multitool
There's also a Tool Storage, which contains:
- Unfinished Teleporter Hub
- Night Vision Goggles
- Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink and the wrench for securing bombs.)
- Suspicious Beacons (Thesea are large bombs, dont just take them randomly, usually they are used as part of the plan.)
- Syndicate Minibombs
- Many other kinds of generic tools like proximity sensors and remote signaling devices
You must now equip yourself for space travel so you can invade the station.
- Get out of your armor and put on the dark red space suit, though you may decide to keep your SWAT helmet on as it is space proof and more protective, but it won't protect you against flashbangs, your choice.
- Take your backpack off.
- Place your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. # Take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt.
- Pick out your Syndicate agent card ID's disguise (or wait till you get to the station).
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Nightvision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.
This is My Rifle
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
- Stetchkin Pistol -- Free. Standard-issue sidearm. 8 Rounds, 25 brute per shot. This is a poor primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch.
- Bulldog Shotgun -- Free. Standard-issue primary longarm. 8 Shells drum fed, semi-automatic. Three ammo types.
- C20r SMG -- 14 telecrystals. Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. Popular among nuke ops
- File:C90gl.png C90gl Assault Rifle -- 18 telecrystals. Mid-range combat rifle. 30 rounds, 35 brute per shot. Secondary grenade launcher, aprox 80 brute per grenade.
- L6 SAW -- 40 telecrystals. Light Machinegun. 50 rounds, 60 brute per shot. Powerful, though if you drop it prepare to be royally screwed by that assistant.
- Energy Sword -- 8 telecrystals. Close combat weapon. 30 brute per hit. When double-bladed, can block taser shots. Best if double-bladed, if used as a sidearm or if you are very robust in melee.
In the locker room are three Energy Guns that can make excellent Primary Weapons but they suffer from only have 10 shots before needing a recharge, and you are unlikely to get a chance to recharge them.
Don't forget to take a Pinpointer with you. This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk. They can be found in the equipment room armory closets. Every member of the team should always have one of these on them.
The military PDA is very handy if you want to escape after you set the nuke (and I know you do), make sure you assign the PDA to someone who has the least chance of dying and won't fuck off into space.
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of know how, and you have a chance. But what makes the Syndicate agent successful isn't their red suit, or revolver, it is their team.
Actually Getting There
The Syndicate Mothership is NOT in proximity of the station when the nuke team is first sent out. One of the Nuclear Operatives must use the control computer to move the Mothership into close proximity to the station.
One way to get to the station is through teleportation. For this you must complete the half-built teleporter in the Mothership.
If you choose to go through space, you must use the blast doors to exit the Mothership. Only a PDA with a detomatrix cartridge can open these doors remotely. The Syndicates start with one PDA that has this, this is a very important item, do not let the enemy get their hands on this.
Dat Fukken Disk
You need this disk, but as it could be guarded by the Captain, Head of Security, Clown, or the Head of Personnel... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.
One method includes blowing up the wall the disk holder has their back to. With a modified Syndicate bomb, you can blast that wall down and seriously wound the disk carrier.
Another requires team work, have one agent cause trouble in one spot (some place secure, like the brig), this will cause the disk holder to flee some place else secure. A place you will have your team staking out and ready to strike.
The disk's whereabouts can be located using a Pinpointer, assuming you aren't a chucklefuck and remembered to take one with you. Do not destroy the disk, it makes your life harder.
ACTIVATING THE NUKE!
Once you get the disk, you need to rush back to the Mothership, make sure your team knows you got the disk, and to defend the Mothership and throw off anyone chasing you.
File:Nuke.gif
There will be the nuke, now follow these guidelines in order:
- Click it with your open hand.
- Place the Nuke Disk into the slot.
- Punch in the nuke code, hit enter.
- Set the time.
- Set it to Armed.
- (Optional) Disengage the anchor.
- (Optional) Have it timing as you run off with the thing (if you die it will still go off).
- (Optional) Place the nuke anywhere you want on the station.
- (Optional) Anchor it.
- Take the Nuke Disk out.
- Either guard the disk, space the disk, or something to throw off the crew's pin pointer.
- Get back to your Mothership.
If any other Nuke Agents are alive, give them a moment to get to the Mothership. Once you and your buddies are loaded in the Mothership, get out of there.
Quick Tips
- Be careful of falling behind and getting lost in space.
- To talk with your team, just talk as if you wanted to talk on the standard radio channel, your headset is different and only your team will hear you.
- Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms.
- Voice-changers are no good if everyone can see you wearing the gas mask when you shouldn't have one.
- Make sure the Escape Shuttle can't be called and then you can't technically lose!
- Always keep in communication with your team. Having backup and knowledge of what's happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.
- Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles!
- Taking out telecommunications is a good way to ensure the crew remains confused and disorganized
- There is a teleporter available in the Syndicate Mothership. Should you spend the 20 telecrystals needed to finish it, it can create an excellent entry point within the station.
- Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would take you days to guess it.
- For the love of fuck do not mistake a Science Disk for the Nuke Disk, sciences disks are Yellow and Nuke Disks are Green.
- Do not buy a mech unless you are absolutely sure you are capable of making it an asset.
- Use the red button found in your base to instantly blow up all deployed syndicate bombs in the game.
- If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it.
- You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.
- If going stealth, screwdriver your syndicate headset and place the encryption key in a standard headset from the station so you can communicate with your team without wearing a dead giveaway.
Mission Debriefing
- If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
- If the Escape Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory.
- If the Nuke detonates in the station successfully and the Syndicate Mothership escapes, the Syndicates wins a Major Victory.
- If the Nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
- If the Nuke detonates, but not on the Station's z-level, the crew wins a Minor Victory.