Nuclear Operative: Difference between revisions

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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 = SYNDICATE
'''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 = Be told to GET [[Nuclear disk|DAT FUKKEN DISK]], don't, forget your internals, forget EVA mode, don't even bring a spacesuit, get shot by your own turrets, die
|guides = This is the guide
|quote = :b What's the plan, operatives?
}}
Congratulations, agent. You have been chosen to join <s>our finest group of operators,</s> the '''Syndicate Nuclear Operative''' strike team. Your mission, whether or not you choose to accept it, is to destroy Nanotrasen's most advanced research facility! That's right, ''you're going to Space Station 13''.
==Your Objectives==
# Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the station).[[File:NuclearDisk.gif|64px]]
# Use it to activate the [[Nuclear Fission Explosive]] (located on the Mothership). [[File:Nuke.png|64px]]
# Escape alive on the Syndicate Mothership. [[File:Vodka bottle.png|64px]]
==But First, You Must Learn How to Crawl==
[[File:SyndieN.png|300px|thumb|alt=Syndicate Mothership|The Syndicate Mothership and the Syndicate Base.]]
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!


=== Important Warnings ===
'''The checklist is as follows:'''
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>
# '''Plan''' the attack (how to get the nuke disk and arm the nuke).
<br>
# '''Order''' items and arm yourself to the teeth.
'''DO:''' <br>
# '''Infiltrate''' from the Mothership or make your presence known with an assault pod
* Ask questions if you are unsure. <br>
# '''Destroy'''
* Read this guide fully. <br>
* Equip your internals and suit before you leave. <br>
* Try not to die. (''Hah.'') <br>
* Communicate and keep active on the radio. <br>
* Backup your team. <br>
* Obey your leader. <br>
* [[Just no|Stick to the plan]]. <br>
* <s>Pray for [[Clown]] masks.</s> <br>
* Activate your explosive implant if captured, to stop the crew using your items against your team. <br>
* '''FOLLOW YOUR DAMN PINPOINTER!''' <br>
* '''Get dat fukken disc!'''<br>
<br>
'''DON'T:''' <br>
* Kill your comrades. (Free express ticket to '''Banville''', Population: You.) <br>
* Subvert the [[AI]] and then place a powersink. <br>
* Think you're invincible because you have shiny red armour. <br>
* Jump out of the Syndicate Shuttle while it's in transit. <br>
* Place a live syndi bomb on the Syndicate Shuttle. <br>
* Prime a mini bomb and forget to throw it. <br>
* Go undercover and wear your syndie headset. <br>
* Run at the [[Captain]] and beg for the disc. <br>
* Spend all the TC on balloons. <br>
* Be afraid to pump a [[Security Officer]] who's tasing you full of lead. <br>
* Spend all the TC on soap. <br>
* Drop your gun in front of an [[Assistant]]. <br>
* Space the nuke <br>
* Hide the nuke disc from your team. <br>
* Create a breach without a space suit. <br>
* Forget to stand back from a syndi bomb. <br>
* Set the nuke on the Syndicate Shuttle. <br>
* '''LEAVE THE DISC IN THE NUKE!''' (Bad memories. '''Bad memories'''.) <br>


=== Mission Plausable ===
[[File:NuclearDisk.gif]] <br>
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>
<br>
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>
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.
*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.
*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.
*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.
*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".
*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.
*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.
= Your Loadout =
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.
== Guard These With Your Life ==
There a few things that come free of charge, and are priceless when it comes to being a successful team, and that does '''not''' mean that you should toss them out the airlock.
*A Stetchkin Pistol and an extra magazine. Vital for all Nuclear Operatives. You need atleast some form of ballistic weaponry, and while the Stetchkin may not be powerful, it is versatile. A trusty weapon that you shouldn't leave the ship without.
*A jet harness that utilizes O2. Note that it is called a '''jet harness''', as it can fit inside your backpack. This is a vital part of your internals system, so without it, you won't be able to breathe or maneuver yourself in space. Be sure to fill it up fully at the 02 canister. Don't use it too much, or you'll find yourself out of breath. And you'll be dead, that too.
*A Syndicate Mask. This functions as a breathmask, and looks badass too, so you'll need it to breathe in space.
*Tactical Turtleneck. You need to wear a shirt to hold your pockets, belt and ID slot. It also looks cool.
*Armour and a SWAT helmet. These can fit in your backpack, so store them away while you wear your hardsuit. When you reach the station, swap your hardsuit for the armour, which will allow you to move a lot faster, extremely useful in dodging tasers and fleeing the bloodthirsty mob chasing you. The SWAT helmet provides more protection, but the hardsuit helmet prevents flashbangs.
*A crowbar. You'll need this if you're planting a powersink, to open the doors that have been depowered.
*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.
*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.
*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.
*Any tools you'll need, like a screwdriver for a powersink, or a wrench for a syndibomb, can be found in the tool vendor.
*'''DO NOT FORGER YOUR PINPOINTER.''' Said pinpointer will lead you to your objective. The Nuclear Authentication Disc. Even more importantly, it will lead you to the station when the shuttle jumps.


== Lock N' Load ==
===Knowing Your Team===
Here's a list of the most important Syndicate Items that are available to you. Only ones that you may actually need are listed.
You will be joined by atleast 3 agents, though the size of your team will scale depending on the population of the server. 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.
=== Stealthy Stuff ===
 
Everything an Operative needs to remain undetected.
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 your '''lead agent card''' to someone else.
{| class="wikitable sortable" border="1"; || style="text-align: center;"
===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, and attack plans on this channel early, or just use it to beg for someone, anyone to tell you they're still alive.
! scope="col" class="unsortable"| Appearance
 
! scope="col" class="unsortable"| Name
Making code named strikes with your team can be an effective way to deal with the crew stealing your headsets, but it is difficult. Codespeak manuals are a cheap, exclusive, and more effective secondary layer of encryption.
! scope="col" class="unsortable"| Cost
===Planning the Attack===
! scope="col" class="unsortable"| Function
'''LISTEN TO YOUR LEADER''' (the guy who spawns inside the tables he is the only one with access to the button to the shutters. They'll also have a fancy cloak[[File:Nukie cloak.png]])! 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.
! scope="col" class="unsortable"| Strategy
 
|-
Different approaching styles:
! scope="row"| [[File:ebow.png]]
* Infiltration by using jetpacks or by <s>teleportation</s> CRASH AND BURN BABY, STEEL RAIN!
| Mini Energy Crossbow
* Split up or stick together?
| 12 TC
* Oldskool-style: Get the disk, return to ship, arm the nuke and drag it to the station.
| 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.
* Stealth-style: Disguise as John Smiths, infiltrate and steal the Nuke Disk quietly.
|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.
* 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!
! scope="row"| [[File:pen.png]]
===Ordering Gear as a Team===
| Sleepy Pen
Every member 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.
| 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.
Each operative spawns with a personal Syndicate Uplink radio with a minimum 25 Telecrystals pre-loaded. STOP! Before you waste your crystals on a balloon, take note of your team... look at them pathetically whining about expenses. Why would you give away your crystals? Giving your crystals to your allies will allow them to save up and buy some expensive and powerful goodies, like a [[Syndicate_Items#Dark_Mauler|freaking assault mech]]!
| 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.
 
|-
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. Bombs are great in the right hands. Energy swords, especially double-bladed eswords, are good for blocking enemy fire. Syndicate borgs are great DPS/medical/stealth support, and are even more robust if you have a welder, but are at great risk from ion rifle shots.
! scope="row"| [[File:Chameleon jumpsuit.gif]]
===Equipment===
| Chameleon Jumpsuit
{{Needs revision|reason=The Syndicate Mothership's layout has been updated. This equipment and more is available onboard, but not necessarily where stated.|user=Sniblet}}
| 4 TC
Pick out what you need from the armory closet in the '''Equipment Room''' as well as your Syndicate Uplink. The armory closet contains:
| 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.
* Jet Harness filled with oxygen (This fits inside your backpack, so you can wear your backpack inside the station.)
| 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.
* Syndicate Mask
|-
* Tactical Turtleneck
! scope="row"| [[File:Gas mask.png]]
* Blood-red Hardsuit with built-in Helmet (These fit inside your backpack and can switch from Travel (spaceworthy) to Combat (No slowdown) mode by clicking the helmet)
| Voice Changer
* Chest Rig
| 5 TC
* Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box or vest too.)
| 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''.
* High-capacity Power Cell
| Use this with a chameleon jumpsuit and an agent card to complete your disguise.
* Multitool
|-
There's also a '''Tool Storage''', which contains:
! scope="row"| [[File:Chameleon projector.gif]]
* Night Vision Goggles
| Chameleon Projector
* Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink.)
| 7 TC
* Suspicious Beacons (These are large bombs, don't just take them randomly, usually they are used as part of the plan.)
| 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.
* Syndicate Minibombs
| 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.
* Many other kinds of generic tools like proximity sensors and remote signaling devices
|-
You are now completely outfitted. Remember to travel light - you never know what you might need to carry, like stolen weapons and medkits, or, obviously, the Disk.
|}
 
=== Tons O' Guns and Shields N' Swords ===
Before you go, you must equip yourself for space travel so you can invade the station.
If there's one way you can define a Nuke Op, it's by their weapons.
# Get out of your armor and put on the blood-red hardsuit, if you haven't bought an elite/shielded hardsuit.
{| class="wikitable sortable" border="1"; || style="text-align: center;"
# Take your backpack off. Put a jet harness on. Hold your backpack in your hand.
|-
# Toggle your internals on, you can use the jet pack as an oxygen tank if you want or use an actual tank.
! scope="col" class="unsortable"| Appearance
# Switch your helmet to EVA mode, or suffer hard vacuum.
! scope="col" class="unsortable"| Name
# Optionally: Cross the distance to the station using the mass driver instead of the door like a psychopath.
! scope="col" class="unsortable"| Cost
===This is My Rifle===
! scope="col" class="unsortable"| Function
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
! scope="col" class="unsortable"| Strategy
*[[File:Stetchkin.png]] Stetchkin Pistol -- '''Free'''. Standard-issue sidearm. 8 Rounds, 30 brute per shot. This is a mediocre primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. ''Isn't implant-locked like your other firearms!''
|-
*[[File:Bulldog.png]] Bulldog Shotgun -- '''8 telecrystals'''. Close combat shotgun. 8 Shells drum fed, semi-automatic. Three ammo types. Great for close encounters, switch ammo types from buck to slug as needed.
! scope="row"| [[File:Stetchkin.png]]
*[[File:C20r.png]] C20r SMG -- '''10 telecrystals.''' Close Combat SMG. 24 rounds, 30 brute per shot. Comes with two round burst for maximum damage. Great at short or medium range.
| Stetchkin Pistol
*[[File:L6machinegun.png]] L6 SAW -- '''18 telecrystals'''. Light Machinegun. 50 rounds, 45 brute per shot. Very powerful weapon, capable of critting most targets in a single burst. Very unwieldy however, needs both hands free to fire, cannot fit in any storage slot and must be carried at all times.
| Free
*[[File:Sniper.png]] Sniper -- '''16 telecrystals'''. Specialist weapon for the professional, or insane. Long range sniper rifle with a scope. 6 rounds, default magazine deals 70 damage per bullet and is very likely to take off limbs in non-hardsuited targets. Comes with a array of alternative ammo for a wide range of scenarios. The sniper is an unwieldy weapon in close combat or claustrophobic conditions (like the whole station) and is usually passed over due to the investment needed to make it work smoothly.
| 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.
*[[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. Good for conserving ammo, but RNG deflection could end your career.
| '''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]]
[[File:Pinpointer-green-lg.gif|right|thumb|192px|HAVE THIS.]]'''You've got a [[pinpointer]], right?''' This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk. Every operative that spawns at the start of the round will start with a pinpointer in one of their pockets. Grab it, turn it on by using it in your hand and put it back in your pocket so you can always see it.
| C20r SMG
The military PDA is very handy for sending a bit of dismemberment ahead of your team. The PDA comes with a free Detomatrix cartridge, you can use that to [[security|thin the herd]].  
| 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.
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.
| 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.
 
|-
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.
! scope="row"| [[File:C90gl.png]]
==Actually Getting There==
| C90gl Assault Rifle
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. Previously, you also had the option of utilizing the mothership's teleporter assembly and a purchased teleporter board to launch your assault. Sadly, that was removed in favor of the...
| 18 TC
===ASSAULT POD===
| 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.
Grab your team, cram into the pod, select your area and launch. You'll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. From there it's a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. Caveat emptor: The assault pod is a '''one way trip''' so make sure you have an exit strategy.
| 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.
==War were declared==
|-
Alternatively, your team leader could choose to declare war. This alerts the station crew that you're planning to kick down their door in about 20 minutes and holds the shuttle until then, but it gives the ops a huge TC bonus. You lose the luxury of an unprepared crew, which is a very deadly sacrifice at the best of times, but that's [[Syndicate Items#Support and Mechanized Exosuits|(half of)]] what's fun about it.
! scope="row"| [[File:Bulldog.png]]
==Dat Fukken Disk==
| Bulldog
[[File:Disk512.gif|right|thumb|192px|EAT THIS.]]
| Free
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.
| 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.
One method includes blowing up the wall the disk holder has their back to. A block of C4 will knock down any wall and seriously wound whoever's on the other side.
|-
 
! scope="row"| [[File:L6machinegun.png]]
If you're in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.
| L6 SAW
 
| 40 TC
Don't be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.
| 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.
==ACTIVATING THE NUKE!==
| 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.
[[File:Nuke.png|right|frame|192px|DETONATE THIS.<br>
|-
NOT AT YOUR BASE!!!]]
! scope="row"| [[File:Flamethrower.png]]
{{Speech
| Flamethrower
|name=Cindy Kate
| 11 TC
|text=Attention! If you have an objective to steal a [[High-risk_items#Plutonium_Core|Plutonium Core]] from the nuke, you're in the wrong place, instead look [[High-risk_items#Plutonium_Core|here]].
| 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.
|image=[[File:Traitor.png]]
| 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.
}}
|-
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the mothership and grab the nuke from the aft storage area. Take the nuke back to the station and find an area to set it up.
{{Jobs}}
 
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''', hit enter.
# 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 keep the disk, space the disk, or something so the crew can't just take it and turn the bomb off. Preferably take it home for the funny suicide animation after you win.
# Get back to your '''Mothership'''.
If any other Nuke Agents are alive, give them a moment to get to the Mothership - watch the timer on your pinpointer. Once you and your buddies are loaded in the Mothership, get out of there.
==Quick Tips==
* Always bring C4/X4. There are few things more embarrassing than an operative that gets stopped by a bolted airlock.
* 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, and a sniper with thermals and penetrator rounds will do the job just as well.
* Make sure the Escape Shuttle doesn't arrive! You lose if the crew gets away before you blow them up.
* 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
* 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 <s>take you days to guess it</s> be impossible to activate.
* For the love of god do not mistake any other kind of floppy disk for the Nuke Disk, your pinpointer shows you the way.
* Do not buy a mech unless you are absolutely sure you are capable of making it an asset. It's a huge asset to waste.
* 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, the regular headsets in the locker room come pre-loaded with a Syndie key.
==[[File:Syndieborg.png|64px]] Syndicate Cyborgs==
Assault Syndicate cyborgs are purchasable from an uplink by using 65 telecrystals. A random ghost from the spectators with the operative preference enabled will be chosen for this (if none is found, you can refund the teleporter item you get). Syndicate cyborgs are very useful for going loud, as they cannot be stunned the same as Operatives can and have powerful weaponry (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have an energy cell with a charge of 25000 watts, equivalent to 2 1/2 high-capacity cells. They come with the following modules:
* A pre-installed Ion Thruster module
* Energy sword (high draw from energy pool!)
* A cyborg LMG that fires 3D-printed bullets; these bullets are instantly fabricated from raw energy from your cell and never need to be reloaded
* A six-shot grenade launcher; it cannot be reloaded
* Flash
* Crowbar
* Cryptographic sequencer (therefore all you need to emag other borgs, you legend)
* Operative pinpointer
===[[File:pinpointer-red.gif|64px]] Guys? Where are you?===
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the other pinpointers - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not helping if all of the stupid fucking organics have already gotten themselves killed somehow. However, it's very useful for coordinating with your team until then and knowing to kill yourself afterward, and since it has no power draw it should be kept active at all times.
==Mission Debriefing==
* If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
* If the Nuke detonates, but not on the Station's z-level, the crew wins a Minor Victory.
* If the Nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
* 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 detonated on the syndicate base, the Syndicates suffer a humiliating defeat. This is only possible if the crew both gets an agent card before an operative explodes and gets the nuke code, usually from a converted borg. Don't let this happen.
==Tips==
* If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes.
* Set your ID with a crew member's name, and attach a proper job to it. The crew is likely to hesitate and think it's an ally in a stolen suit, especially if they're using a SecHUD.
* The gloves you start with are already insulated and fire retardant.
* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.
* For the love of all that is holy, do not lose your ID, otherwise you'll be shot out of the skies outside the Syndicate Shuttle by your own turrets while going back for the nuke.
* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.
* The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit, although it has almost no armor in the event of something going wrong and, in two pieces instead of one, is harder to store.
 
 
{{Antagonists}}
{{Game modes}}
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]

Latest revision as of 17:49, 7 May 2023

SYNDICATE STAFF
Generic nukesyndie.png
Nuclear Operative
Access: Syndicate
Additional Access: Any place an emag or a block of C4 will open
Difficulty: Very Hard
Supervisors: The Syndicate
Duties: Be told to GET DAT FUKKEN DISK, don't, forget your internals, forget EVA mode, don't even bring a spacesuit, get shot by your own turrets, die
Guides: This is the guide
Quote: :b What's the plan, operatives?

Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team. Your mission, whether or not you choose to accept it, is to destroy Nanotrasen's most advanced research facility! That's right, you're going to Space Station 13.

Your Objectives

  1. Retrieve the Nuclear Authentication Disk (located on the station).NuclearDisk.gif
  2. Use it to activate the Nuclear Fission Explosive (located on the Mothership). Nuke.png
  3. Escape alive on the Syndicate Mothership. Vodka bottle.png

But First, You Must Learn How to Crawl

Syndicate Mothership
The Syndicate Mothership and the Syndicate Base.

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:

  1. Plan the attack (how to get the nuke disk and arm the nuke).
  2. Order items and arm yourself to the teeth.
  3. Infiltrate from the Mothership or make your presence known with an assault pod
  4. Destroy


Knowing Your Team

You will be joined by atleast 3 agents, though the size of your team will scale depending on the population of the server. 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 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, and attack plans on this channel early, or just use it to beg for someone, anyone to tell you they're still alive.

Making code named strikes with your team can be an effective way to deal with the crew stealing your headsets, but it is difficult. Codespeak manuals are a cheap, exclusive, and more effective secondary layer of encryption.

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. They'll also have a fancy cloakNukie cloak.png)! 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 CRASH AND BURN BABY, STEEL RAIN!
  • Split up or stick together?
  • Oldskool-style: Get the disk, return to ship, arm the nuke and drag it to the station.
  • 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

Every member 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 a minimum 25 Telecrystals pre-loaded. STOP! Before you waste your crystals on a balloon, take note of your team... look at them pathetically whining about expenses. Why would you give away your crystals? Giving your crystals to your allies will allow them 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. Bombs are great in the right hands. Energy swords, especially double-bladed eswords, are good for blocking enemy fire. Syndicate borgs are great DPS/medical/stealth support, and are even more robust if you have a welder, but are at great risk from ion rifle shots.

Equipment

Pen.png This page needs revising!

The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example.
The revision reason is: "The Syndicate Mothership's layout has been updated. This equipment and more is available onboard, but not necessarily where stated."
Marked by: "Sniblet"



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 with built-in Helmet (These fit inside your backpack and can switch from Travel (spaceworthy) to Combat (No slowdown) mode by clicking the helmet)
  • Chest Rig
  • Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box or vest too.)
  • High-capacity Power Cell
  • Multitool

There's also a Tool Storage, which contains:

  • Night Vision Goggles
  • Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink.)
  • Suspicious Beacons (These are large bombs, don't 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 are now completely outfitted. Remember to travel light - you never know what you might need to carry, like stolen weapons and medkits, or, obviously, the Disk.

Before you go, you must equip yourself for space travel so you can invade the station.

  1. Get out of your armor and put on the blood-red hardsuit, if you haven't bought an elite/shielded hardsuit.
  2. Take your backpack off. Put a jet harness on. Hold your backpack in your hand.
  3. Toggle your internals on, you can use the jet pack as an oxygen tank if you want or use an actual tank.
  4. Switch your helmet to EVA mode, or suffer hard vacuum.
  5. Optionally: Cross the distance to the station using the mass driver instead of the door like a psychopath.

This is My Rifle

A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.

  • Stetchkin.png Stetchkin Pistol -- Free. Standard-issue sidearm. 8 Rounds, 30 brute per shot. This is a mediocre primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. Isn't implant-locked like your other firearms!
  • Bulldog.png Bulldog Shotgun -- 8 telecrystals. Close combat shotgun. 8 Shells drum fed, semi-automatic. Three ammo types. Great for close encounters, switch ammo types from buck to slug as needed.
  • C20r.png C20r SMG -- 10 telecrystals. Close Combat SMG. 24 rounds, 30 brute per shot. Comes with two round burst for maximum damage. Great at short or medium range.
  • L6machinegun.png L6 SAW -- 18 telecrystals. Light Machinegun. 50 rounds, 45 brute per shot. Very powerful weapon, capable of critting most targets in a single burst. Very unwieldy however, needs both hands free to fire, cannot fit in any storage slot and must be carried at all times.
  • Sniper.png Sniper -- 16 telecrystals. Specialist weapon for the professional, or insane. Long range sniper rifle with a scope. 6 rounds, default magazine deals 70 damage per bullet and is very likely to take off limbs in non-hardsuited targets. Comes with a array of alternative ammo for a wide range of scenarios. The sniper is an unwieldy weapon in close combat or claustrophobic conditions (like the whole station) and is usually passed over due to the investment needed to make it work smoothly.
  • 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. Good for conserving ammo, but RNG deflection could end your career.


HAVE THIS.

You've got a pinpointer, right? This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk. Every operative that spawns at the start of the round will start with a pinpointer in one of their pockets. Grab it, turn it on by using it in your hand and put it back in your pocket so you can always see it.

The military PDA is very handy for sending a bit of dismemberment ahead of your team. The PDA comes with a free Detomatrix cartridge, you can use that to thin the herd.

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. Previously, you also had the option of utilizing the mothership's teleporter assembly and a purchased teleporter board to launch your assault. Sadly, that was removed in favor of the...

ASSAULT POD

Grab your team, cram into the pod, select your area and launch. You'll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. From there it's a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. Caveat emptor: The assault pod is a one way trip so make sure you have an exit strategy.

War were declared

Alternatively, your team leader could choose to declare war. This alerts the station crew that you're planning to kick down their door in about 20 minutes and holds the shuttle until then, but it gives the ops a huge TC bonus. You lose the luxury of an unprepared crew, which is a very deadly sacrifice at the best of times, but that's (half of) what's fun about it.

Dat Fukken Disk

EAT 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.

One method includes blowing up the wall the disk holder has their back to. A block of C4 will knock down any wall and seriously wound whoever's on the other side.

If you're in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a secure area, forcing the disk carrier to flee right into the arms of your waiting team members.

Don't be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.

ACTIVATING THE NUKE!

DETONATE THIS.
NOT AT YOUR BASE!!!
Traitor.png  Cindy Kate says:
"Attention! If you have an objective to steal a Plutonium Core from the nuke, you're in the wrong place, instead look here."

Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the mothership and grab the nuke from the aft storage area. Take the nuke back to the station and find an area to set it up.

Now follow these guidelines in order:

  1. Click it with your open hand.
  2. Place the Nuke Disk into the slot.
  3. Punch in the nuke code, hit enter.
  4. Set the time, hit enter.
  5. Set it to Armed.
  6. (Optional) Disengage the anchor.
  7. (Optional) Have it timing as you run off with the thing (if you die it will still go off).
  8. (Optional) Place the nuke anywhere you want on the station.
  9. (Optional) Anchor it.
  10. Take the Nuke Disk out.
  11. Either keep the disk, space the disk, or something so the crew can't just take it and turn the bomb off. Preferably take it home for the funny suicide animation after you win.
  12. Get back to your Mothership.

If any other Nuke Agents are alive, give them a moment to get to the Mothership - watch the timer on your pinpointer. Once you and your buddies are loaded in the Mothership, get out of there.

Quick Tips

  • Always bring C4/X4. There are few things more embarrassing than an operative that gets stopped by a bolted airlock.
  • 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, and a sniper with thermals and penetrator rounds will do the job just as well.
  • Make sure the Escape Shuttle doesn't arrive! You lose if the crew gets away before you blow them up.
  • 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
  • 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 be impossible to activate.
  • For the love of god do not mistake any other kind of floppy disk for the Nuke Disk, your pinpointer shows you the way.
  • Do not buy a mech unless you are absolutely sure you are capable of making it an asset. It's a huge asset to waste.
  • 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, the regular headsets in the locker room come pre-loaded with a Syndie key.

Syndieborg.png Syndicate Cyborgs

Assault Syndicate cyborgs are purchasable from an uplink by using 65 telecrystals. A random ghost from the spectators with the operative preference enabled will be chosen for this (if none is found, you can refund the teleporter item you get). Syndicate cyborgs are very useful for going loud, as they cannot be stunned the same as Operatives can and have powerful weaponry (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have an energy cell with a charge of 25000 watts, equivalent to 2 1/2 high-capacity cells. They come with the following modules:

  • A pre-installed Ion Thruster module
  • Energy sword (high draw from energy pool!)
  • A cyborg LMG that fires 3D-printed bullets; these bullets are instantly fabricated from raw energy from your cell and never need to be reloaded
  • A six-shot grenade launcher; it cannot be reloaded
  • Flash
  • Crowbar
  • Cryptographic sequencer (therefore all you need to emag other borgs, you legend)
  • Operative pinpointer

Pinpointer-red.gif Guys? Where are you?

Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the other pinpointers - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not helping if all of the stupid fucking organics have already gotten themselves killed somehow. However, it's very useful for coordinating with your team until then and knowing to kill yourself afterward, and since it has no power draw it should be kept active at all times.

Mission Debriefing

  • If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
  • If the Nuke detonates, but not on the Station's z-level, the crew wins a Minor Victory.
  • If the Nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
  • 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 detonated on the syndicate base, the Syndicates suffer a humiliating defeat. This is only possible if the crew both gets an agent card before an operative explodes and gets the nuke code, usually from a converted borg. Don't let this happen.

Tips

  • If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes.
  • Set your ID with a crew member's name, and attach a proper job to it. The crew is likely to hesitate and think it's an ally in a stolen suit, especially if they're using a SecHUD.
  • The gloves you start with are already insulated and fire retardant.
  • You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.
  • For the love of all that is holy, do not lose your ID, otherwise you'll be shot out of the skies outside the Syndicate Shuttle by your own turrets while going back for the nuke.
  • Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.
  • The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit, although it has almost no armor in the event of something going wrong and, in two pieces instead of one, is harder to store.


Antagonists on Yogstation

Jobstemp.png

Individual Antagonists Traitor, Internal Affairs, Changeling, Vampire, Wizard
Team Antagonists Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn
Mid-Round Antagonists Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror
Rare Antagonists Devil
Antagtemp.png Game Modes on Yogstation
Sword.gif Doubleagent.gif

Traitor, Internal Affairs and Blood Brothers

Changeling.gif

Changeling

Bloodsucker.png

Bloodsuckers

Nuke.png

Nuclear Emergency

Rev.png

Revolution

Gscans.png

Gang War

Cult.png

Blood Cult

Clockwork slab.gif

Clockwork Cult

Shadowbeing.png

Shadowling

Wizhat.PNG

Wizard

Malf AI.gif

Malfunction

Heretic forbidden book.png

Heretic

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Other Modes