Difference between revisions of "Nuclear Operative"

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{{JobPageHeader
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{{Needs revision
|headerbgcolor = black
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|reason = This page hasn't been properly updated since 2017 or 2018.
|headerfontcolor = red
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}}{{Infobox jobs
|stafftype = ENEMY
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| headerbgcolor = black
|imagebgcolor = gray
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| bgcolor = gray
|img_generic = Generic_nukesyndie.png
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| image = Generic_nukesyndie.png
|img =  
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| supervisors = [[The Syndicate]]
|jobtitle = Nuclear Agent
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| rank = Missing (<b>???</b>)
|access = Any place an e-mag or a block of C4 will open
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| duties = GET [[Nuclear disk|DAT FUKKEN DISK]]
|difficulty = Very Hard
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| guides = This page, [[WHAT YOU SHOULD FUCKING DO DURING WAR OPS: THE DEFINITIVE GUIDE]]
|superior = [[The Syndicate]]
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| headerfontcolor = red
|duties = Get the nuclear disk, set the crew up the bomb. Ha ha ha.
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| access = Syndicate
|guides = This is the guide
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| access2 = Any place an emag or a block of C4 will open
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| caption = <i>":b What's the plan, operatives?"</i>
 +
| difficulty = Very Hard
 
}}
 
}}
  
[[File:Nuke.gif]]You have chosen, or been chosen to be one of the few, the strong, the <s>Elite</s> A-Team. Your Mission, whether or not you choose to accept it will be to destroy the most advanced research facility of the enemy of this corporation! That's right, you are going to Space Station 13.
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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 space ship! That's right, ''you're going to Nanotrasen Space Vessel13''.
 
 
[[File:Disk512.gif|right|thumb|192px|GET THIS.]]
 
 
 
 
==Your Objectives==
 
==Your Objectives==
*1. Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]][[File:NuclearDisk.gif]]
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# Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the ship).[[File:NuclearDisk.gif|64px]]
*2. Arm the Nuclear Fission Explosive inside Space Station 13[[File:Nuke.gif]]
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# Use it to activate the [[Nuclear Fission Explosive]] (located on the Mothership). [[File:Nuke.gif|64px]]
*3. Escape alive on the Syndicate Shuttle
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# Escape alive on the Syndicate Mothership. [[File:Vodka bottle.png|64px]]
 
 
 
==But First, You Must Learn How to Crawl==
 
==But First, You Must Learn How to Crawl==
Before you start your assault, you must equip and prepare yourself. Take the time to discuss strategy with your squad mates. The check list is as follows: Nuke Code, Space suit locker, Equipment locker, ordering items. Once you have done this, you will proceed.
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[[File:Syndie.png|300px|thumb|alt=Syndicate Mothership|The Syndicate Mothership and the Syndicate Base.]]
 
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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!
===That Damn Code===
 
The very first thing you should do is memorize the Nuclear code! This changes every time the syndicate agents are created on their shuttle. How to make sure you memorize it is simple. Simply type '''Add-Note''' followed by the code in the chat bar (without having '''say''' before it). Now, you are ready to Equip!
 
  
===By Order of The King===
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'''The checklist is as follows:'''
Now that [[Beyond the impossible|you have the code memorized]], you can now spend your personal telecrystals your Syndicate commanders graciously provided to you. Each operative spawns with a personal syndicate uplink radio with 10 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. Buy why would you give away your crystals? The team leader has access to a second pool of crystals that scales with the servers population, for ever 10 people he is given 5 Telecrystals. Giving your crystals to your team leader will allow him to save up and buy some very expensive and powerful goodies, like a freaking assault mech! Once your team have 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 or a powersink 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. Finally, the power sink is a tactical item used by agents for generations, with the side effect of making emags useless and the need for a crowbar paramount.
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# '''Plan''' the attack (how to get the nuke disk and arm the nuke).
 +
# '''Order''' items and arm yourself to the teeth.
 +
# '''Infiltrate''' from the Mothership or make your presence known with an assault pod
 +
# '''Destroy'''
  
===Bread and Butter===
 
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
 
  
*[[File:Stetchkin.png]] Stetchkin Pistol - Standard Issue sidearm. 8 Rounds, 25 brute per shot. Free.
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===Knowing Your Team===
*[[File:C20r.png]] C20r SMG - Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. 8 telecrystals.
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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:L6machinegun.png]] L6 SAW - Light Machinegun. 50 rounds, 60 brute per shot. 20 telecrystals
 
*[[File:Egun.png]] Energy Gun - NanoTrasen compatible Energy Rifle. 10 charges, 20 stun/brute per shot. Free (Only 3 on ship)
 
*[[File:Sword.gif]] Energy Sword - Close Combat Energy Sword. 30 brute per hit. When double-bladed, can block taser shots. 4 telecrystals (Only use if double-bladed or robust in melee.)
 
  
===The Last Suit You'll Ever Wear===
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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.
[[File:Syndie.png|300px|thumb|alt=Syndicate Shuttle|link=http://puu.sh/3EKnp.png|The Syndicate Shuttle. Requires an Agent Card to use.]]
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===Communication===
You must now equip yourself for space travel so you can invade the station. First, get out of your armor and put on the 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. Second, Take your backpack off (you drag it onto your hand). Third, Place your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. Fourth, 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. Fifth 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 and into your lungs. Look into the teleport 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 Power Sink. Do not mess with the bombs' devices unless you are already advanced at bomb handling.
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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, there is no telling who might get the headset later.
  
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. Equipping yourself, with weapons.
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Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.
  
===This is my rifle. There are many like it, but this one is mine.===
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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.
In this next step, pick out what you need from the gun and equipment locker as well as your syndicate uplink. You are issued with a standard issue Stetchkin pistol side arm, it hold 8 rounds and you are given two additional magazines. It deals around 25 brute damage per hit. 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. In the locker room are three Energy Guns that can make execellent 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. You will need to spend some Telecrystals on buying a better weapon, a Scarborough Arms C20R SMG is considered a staple of the Nuke Op inventory, it hold 20 rounds per magazine and deals instant knockdown on most targets (Unless the Captain decided to wear his SWAT helmet for once) however this weapon suffers from costing 8 crystals and you have to buy the additional ammo as well at 2 crystals a piece which can add up quickly if everyone wants an SMG.  There is also a 20 crystal LMG that is extremely powerful dealing a whooping 60 brute per hit and holding 50 rounds! Though if you drop it prepare to be royally screwed by that assistant, however the pinpointers are the most important item in the locker room, they point to the nuclear authorization disk, which you '''MUST HAVE''' at all costs (in order to detonate the nuke). [[Beyond the impossible|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.
 
  
[[File:pinpointer.gif]]'''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.
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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.
 +
===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.
  
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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Different approaching styles:
 +
* Infiltration by using jetpacks or by <s>teleportation</s> 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 ship.
 +
* More-risky-style: Haul the nuke first to the ship, 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 ship, unleash a locker full of syndies when the crew least expects it!
 +
===Ordering Gear as a Team===
 +
[[File:Telecrystal uploadreceive station.png]] <s>'''Telecrystal Management Consoles:''' These consoles work to allow your team to manage their telecrystals.</s>Removed from /tg/ 2019. TC will automatically be evenly distributed.  
  
==The Assault on Space Station 13==
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[[File:Team telecrystal management console.png]] <s>'''Team Telecrystal Management Console''' can then take its telecrystal pool and distribute it among the hooked Uplink Stations.</s> Removed from /tg/ 2019. TC will automatically be evenly distributed. <br>
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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The operatives will get an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned ship.
  
===Actually getting there===
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Each operative spawns with a personal Syndicate Uplink radio with 25 Telecrystals pre-loaded. If war is declared, everyone will gain a large amount of extra TC, automatically evenly distributed. <br>
The syndicate shuttle is NOT in proximity of the station when the nuke team is first sent out. One of the Nuclear agents must use the control computer to move the shuttle into close proximity to the station.
+
Pause and think hard. Which [[Syndicate Items]] will you need? Which can cause a huge backlash if used against your team? Now, consider 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 ship, so don't worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit is wonderful for sneaking in, especially with some ''proper'' documentation. Bombs are great in the right hands. Energy swords, especially if you make double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots.
 +
===Equipment===
 +
[[File:Nuke shuttle.png|thumb|400px|The fuck is this pic supposed to be?<br>Green: Tools<br>Blue: Explosives (Syndicate bombs, C-4 and Syndie Minibombs)<br>Purple: Your blood-red hardsuits<br>Yellow: Medical equipment and surgery<br>Red: Your nuke. Detonate this.]]
 +
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 ship.)
 +
* 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)
 +
* 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:
 +
* 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 must now equip yourself for space travel so you can invade the ship.
 +
# Get out of your armor and put on the dark red space suit, if you haven't bought an elite/shielded hardsuit.
 +
# Take your backpack off.
 +
# Place your internals on, you can use the jet pack as an oxygen tank, and place 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 ship 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 ship).
 +
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.
  
Next, you must use the blast doors to exit the shuttle. 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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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.
 +
*[[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.
 +
*[[File:C20r.png]] C20r SMG -- '''10 telecrystals.''' Close Combat SMG. 24 rounds, 30 brute per shot. Popular among nuke ops, comes with two round burst for maximum damage. Great versatility.
 +
*[[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.
 +
*[[File:Sniper.png]] Sniper -- '''16 telecrystals'''. Specialist weapon for the profession, or insane. Long range sniper rifle. 6 rounds, default magazine deals 70 damage per bullet. Comes with a array of alternative ammo for a wide range of scenarios. The sniper is a very unwieldy weapon and is usually passed over.
 +
*[[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.  
  
Do not worry too much about the crew metagaming their way onto your ship early in the round, the spot the ship appears in is
 
<s>randomized in five different spots</s> chosen by an agent from a list of several locations around the station. But they still may bumble onto the shuttle.
 
  
===Roger Wilco, This is Charlie OVER===
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[[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.
You have a special head set frequency, set in an encrypted wave length. This is how you will, and must communicate with your team. Communicate pass words, safe words, the nuclear code, and attack plans on this channel early, there is no telling who might get the head set later.
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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. The PDA also comes with a free Detomatrix cartridge, you can use that to [[security|thin the heard]].  
  
Making code named strikes with your nuke team will be the most effective way to deal with the crew, but it is difficult to get them to listen.
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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.
  
Safe words can be said if you see a fellow red suit but are in disguise. Example, "Know Wait!". Something simple. Keep it simple, fast, and easy to say. The phonetic alphabet can also be useful for this. Don't know what this is? Alpha - A, Bravo - B, Charlie - C and so on.
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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.
 
+
==Actually Getting There==
Passwords are only useful if you have a door guard in the shuttle, or some one with the Military PDA. Make it as you want, said over the syndicate frequency.
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The Syndicate Mothership is NOT in proximity of the ship 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 ship. 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...
 
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===ASSAULT POD===
====VERY IMPORTANT THINGS TO KNOW====
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Grab your team, cram into the pod, select your area and launch. You'll be on the ship 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.
All of your fellow agents will have a big red '''S''' by their head, so you know not to attack them while in disguise. Be very careful when you see this '''S''', as you don't want to kill your fellow agents on accident.
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==War were declared==
 
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Alternatively, your team leader could choose to declare war. This alerts the ship crew that you're planning to kick down their door in about 20 minutes, but it gives the ops a huge TC bonus. Declaring war doesn't change any of the above, except you lose the luxury of having time to come up with a plan.
===[[File:NuclearDisk.gif|50px|GET DAT FUKKEN DISK]]GET DAT FUKKEN DISK===
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==Dat Fukken Disk==
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[[File:Disk512.gif|right|thumb|192px|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.
 
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.
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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.
  
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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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.
  
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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Don't be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.
 
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==ACTIVATING THE NUKE!==
==You Have No Chance to Survive, Make Your Time==
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[[File:Nuke.gif|right|frame|192px|DETONATE THIS.<br>
Once you get the disk, you need to rush back to the shuttle, make sure your team knows you got the disk, and to defend the shuttle and throw off anyone chasing you.
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NOT AT YOUR BASE!!!]]
There will be the nuke, now follow these guidelines in order:
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{{Speech
* Quickly right click it and make it deployable.
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|name=Cindy Kate
* Click it with your open hand.
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|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]].
* Place the Nuke disk into the slot.
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|image=[[File:Traitor.png]]
* Punch in the nuke code, hit enter.
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}}
* Set the time.
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Getting the disk is just the first half of the battle. Now you have to destroy the ship. Haul ass back to the mothership and grab the nuke from the aft storage area. Take the nuke back to the ship and find an area to set it up.  
* Set it to Armed.
 
* Disengage the anchor.
 
* Have it timing as you run off with the thing (if you die it will still go off).
 
* Place the nuke anywhere you want on the station.
 
* 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 shuttle.
 
* If any other nuke agents are alive, give them a moment to get to the shuttle.
 
* Once you and your buddies are loaded in the shuttle, get out of there.
 
  
 +
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 ship.
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# ''(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.
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# 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==
 +
* Always bring C4/X4. There are few things more embarassing 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 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 ship 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 ship 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 ship. 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 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 ship 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. Chameleon headsets don't.
 +
==[[File:Syndieborg.png|64px]] Syndicate Cyborgs==
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Assault Syndicate cyborgs are purchasable from an uplink by using 80 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:
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* Energy sword (high draw from energy pool!)
 +
* A cyborg LMG that fires 3D-printed bullets; these bullets are regenerated over time
 +
* A six-shot grenade launcher; it cannot be reloaded
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* Cryptographic sequencer
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* A pre-installed Ion Thruster module
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* Crowbar
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* Operative pinpointer
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===[[File:pinpointer-red.gif|64px]] Guys? Where are you?===
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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 discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it's very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.
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==Mission Debriefing==
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* If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
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* If the Nuke detonates, but not on the ship's z-level, the crew wins a Minor Victory.
 +
* If the Nuke detonates in the ship successfully but no Syndicates manage to escape, no-one wins.
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* If the Escape Shuttle leaves with the Disk still anywhere on the ship, the Syndicates win a Minor Victory.
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* If the Nuke detonates in the ship successfully and the Syndicate Mothership escapes, the Syndicates wins a Major Victory.
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* 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==
 
==Tips==
*Subvert or destroy the AI first. It can give you away.
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* Praying for clown masks as a nuke op is the best thing.
*Genetics being online means your victims can get back up to accuse or simply robust you in revenge. You will never be cloned from the goodness of someone's heart. Take it out.
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* If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes.
*Voice-changers are no good if everyone can see you wearing the gas mask when you shouldn't have one.
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* Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member's name and give it an actual job like Chemist or something.
*Make sure the shuttle can't be called and then you can't technically lose!
+
* The gloves you start with are already insulated.
*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.
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* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.
*Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles!
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* For the love of all that is holy, do not lose your ID, otherwise you'll end up locked out of the Syndicate Shuttle while the nuke timer ticks down.
*Taking out telecommunications is a good way to ensure the crew remains confused and disorganized
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* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.
*There is a teleporter available in the syndicate shuttle. Should you spend the 20 telecrystals needed to finish it, it can create an excellent entry point within the station.
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* The black-and-red space suit is good for inserting a stealth OP onto the ship. 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.
*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.  
 
  
==Mission Debriefing==
 
* If the Shuttle leaves with the Disk on board, the Crew wins a Major Victory.
 
* If the Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory.
 
* If the Bomb detonates in the station successfully and the syndicate shuttle escapes, the Syndicate wins a Major Victory.
 
* If the Bomb detonates in the station successfully but no syndicates manage to escape, no-one wins.
 
  
 
{{Jobs}}
 
{{Jobs}}
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{{Game modes}}
 
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]
 
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]

Latest revision as of 06:04, 22 February 2021


Nuclear Operative
Generic nukesyndie.png
":b What's the plan, operatives?"
Information
AccessSyndicate
Additional AccessAny place an emag or a block of C4 will open
DifficultyVery Hard
SupervisorsThe Syndicate
RankMissing (???)
DutiesGET DAT FUKKEN DISK
GuidesThis page, WHAT YOU SHOULD FUCKING DO DURING WAR OPS: THE DEFINITIVE GUIDE


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 space ship! That's right, you're going to Nanotrasen Space Vessel13.

Your Objectives[edit | edit source]

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

But First, You Must Learn How to Crawl[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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, 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.

Planning the Attack[edit | edit source]

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 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 ship.
  • More-risky-style: Haul the nuke first to the ship, 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 ship, unleash a locker full of syndies when the crew least expects it!

Ordering Gear as a Team[edit | edit source]

Telecrystal uploadreceive station.png Telecrystal Management Consoles: These consoles work to allow your team to manage their telecrystals.Removed from /tg/ 2019. TC will automatically be evenly distributed.

Team telecrystal management console.png Team Telecrystal Management Console can then take its telecrystal pool and distribute it among the hooked Uplink Stations. Removed from /tg/ 2019. TC will automatically be evenly distributed.
The operatives will get an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned ship.

Each operative spawns with a personal Syndicate Uplink radio with 25 Telecrystals pre-loaded. If war is declared, everyone will gain a large amount of extra TC, automatically evenly distributed.
Pause and think hard. Which Syndicate Items will you need? Which can cause a huge backlash if used against your team? Now, consider 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 ship, so don't worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit is wonderful for sneaking in, especially with some proper documentation. Bombs are great in the right hands. Energy swords, especially if you make double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots.

Equipment[edit | edit source]

The fuck is this pic supposed to be?
Green: Tools
Blue: Explosives (Syndicate bombs, C-4 and Syndie Minibombs)
Purple: Your blood-red hardsuits
Yellow: Medical equipment and surgery
Red: Your nuke. Detonate this.

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 ship.)
  • 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)
  • 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:

  • 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 must now equip yourself for space travel so you can invade the ship.

  1. Get out of your armor and put on the dark red space suit, if you haven't bought an elite/shielded hardsuit.
  2. Take your backpack off.
  3. Place your internals on, you can use the jet pack as an oxygen tank, and place 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 ship so try and cram everything you can into the belt.
  4. Pick out your Syndicate agent card ID's disguise (or wait till you get to the ship).

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[edit | edit source]

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.
  • C20r.png C20r SMG -- 10 telecrystals. Close Combat SMG. 24 rounds, 30 brute per shot. Popular among nuke ops, comes with two round burst for maximum damage. Great versatility.
  • 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 profession, or insane. Long range sniper rifle. 6 rounds, default magazine deals 70 damage per bullet. Comes with a array of alternative ammo for a wide range of scenarios. The sniper is a very unwieldy weapon and is usually passed over.
  • 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 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. The PDA also comes with a free Detomatrix cartridge, you can use that to thin the heard.

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[edit | edit source]

The Syndicate Mothership is NOT in proximity of the ship 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 ship. 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[edit | edit source]

Grab your team, cram into the pod, select your area and launch. You'll be on the ship 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[edit | edit source]

Alternatively, your team leader could choose to declare war. This alerts the ship crew that you're planning to kick down their door in about 20 minutes, but it gives the ops a huge TC bonus. Declaring war doesn't change any of the above, except you lose the luxury of having time to come up with a plan.

Dat Fukken Disk[edit | edit source]

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![edit | edit source]

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 ship. Haul ass back to the mothership and grab the nuke from the aft storage area. Take the nuke back to the ship 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.
  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 ship.
  9. (Optional) Anchor it.
  10. Take the Nuke Disk out.
  11. Either guard the disk, space the disk, or something to throw off the crew's pin pointer.
  12. 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[edit | edit source]

  • Always bring C4/X4. There are few things more embarassing 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 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 ship 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 ship 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 ship. 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 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 ship 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. Chameleon headsets don't.

Syndieborg.png Syndicate Cyborgs[edit | edit source]

Assault Syndicate cyborgs are purchasable from an uplink by using 80 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:

  • Energy sword (high draw from energy pool!)
  • A cyborg LMG that fires 3D-printed bullets; these bullets are regenerated over time
  • A six-shot grenade launcher; it cannot be reloaded
  • Cryptographic sequencer
  • A pre-installed Ion Thruster module
  • Crowbar
  • Operative pinpointer

Pinpointer-red.gif Guys? Where are you?[edit | edit source]

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 discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it's very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.

Mission Debriefing[edit | edit source]

  • If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
  • If the Nuke detonates, but not on the ship's z-level, the crew wins a Minor Victory.
  • If the Nuke detonates in the ship successfully but no Syndicates manage to escape, no-one wins.
  • If the Escape Shuttle leaves with the Disk still anywhere on the ship, the Syndicates win a Minor Victory.
  • If the Nuke detonates in the ship 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[edit | edit source]

  • Praying for clown masks as a nuke op is the best thing.
  • If the nuclear device is armed, you can examine the pinpointer and it will tell you how long before it explodes.
  • Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member's name and give it an actual job like Chemist or something.
  • The gloves you start with are already insulated.
  • 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 end up locked out of the Syndicate Shuttle while the nuke timer ticks down.
  • 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 ship. 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.


Jobs on

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Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian
Game Modes on

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In Rotation Traitor, Incursion, Galactic Conquest, Blood Cult, Wizard, Monkey, Nuclear Emergency, Bloodling, Extended
Overmap Patrol, Shakedown, Armada, Courier, Galactic Conquest
Special Modes Planetary Assault
Removed Gang War, Devil, Overthrow, Legacy Modes, Revolution, Changeling