Difference between revisions of "Syndicate Drop Trooper"
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You and your fellow commandos will all spawn within a small <s>dropship just off of the ship</s> drop pod near the ship. It has enough walls to survive being shot at, a GPS system, a survival storage system (like the ones in the miner's pods) and a box of pair pinpointers. These are very useful, as they point to their pair (preferrably your boarder friend) at any and all times. | You and your fellow commandos will all spawn within a small <s>dropship just off of the ship</s> drop pod near the ship. It has enough walls to survive being shot at, a GPS system, a survival storage system (like the ones in the miner's pods) and a box of pair pinpointers. These are very useful, as they point to their pair (preferrably your boarder friend) at any and all times. | ||
===Equipment=== | ===Equipment=== | ||
− | + | Upon spawning in, all boarders will get the following items; | |
* '''Syndicate Drop Trooper Space Suit''' - This very easy to identify suit is space proof and reinforced with armor plates. Also included are combat gloves, boots, and a syndicate mask. A box with a spare O2 tank and mask are also provided. | * '''Syndicate Drop Trooper Space Suit''' - This very easy to identify suit is space proof and reinforced with armor plates. Also included are combat gloves, boots, and a syndicate mask. A box with a spare O2 tank and mask are also provided. | ||
* '''Syndicate Headset''' - Contains a syndicate encryption key, allowing you to listen in on all radio channels and gives access to a secret syndicat channel, accessed with :h or :t | * '''Syndicate Headset''' - Contains a syndicate encryption key, allowing you to listen in on all radio channels and gives access to a secret syndicat channel, accessed with :h or :t | ||
* '''Syndicate Utility Belt''' - Contains a full set of hacking and deconstruction tools. Useful for getting into locked locations. The combat gloves are shock proof, so you’re safe to hack doors. | * '''Syndicate Utility Belt''' - Contains a full set of hacking and deconstruction tools. Useful for getting into locked locations. The combat gloves are shock proof, so you’re safe to hack doors. | ||
* '''Agent ID''' - This card can be modified to give it any appearance you choose, but more importantly, it can copy the access settings of any card it’s swiped over. The access is additive, meaning every card you swipe will have its access added to this ID. | * '''Agent ID''' - This card can be modified to give it any appearance you choose, but more importantly, it can copy the access settings of any card it’s swiped over. The access is additive, meaning every card you swipe will have its access added to this ID. | ||
− | + | * '''Stechkin APS Pistol''' - A fairly powerful handgun that can be set to semi-automatic or three round burst. Unlike your normal weapons, it does not come with a syndicate firing pin. Contains 15 rounds of ammo. | |
− | * '''Stechkin APS Pistol''' - A fairly powerful handgun that can be set to semi-automatic or three round burst. Contains 15 rounds of ammo. | ||
* '''Combat Knife''' - A fairly robust melee weapon. Can be attached to your SMG as a bayonet, or slotted into your boot as a back-up weapon in case you lose your guns. | * '''Combat Knife''' - A fairly robust melee weapon. Can be attached to your SMG as a bayonet, or slotted into your boot as a back-up weapon in case you lose your guns. | ||
* '''Station Bounce Radio/Syndicate Uplink''' - Your standard traitor uplink. Allows you to purchase additional gear with Telecrystals. | * '''Station Bounce Radio/Syndicate Uplink''' - Your standard traitor uplink. Allows you to purchase additional gear with Telecrystals. | ||
* '''Microbomb Implant''' - Upon death or manual activation, this implant in your skull will cause you and all of your carried equipment to explode, violently gibbing you and damaging anyone and anything nearby. Use this to avoid capture, to destroy your gear if you’re being stripped, or as a last resort to inflict damage against someone or something. | * '''Microbomb Implant''' - Upon death or manual activation, this implant in your skull will cause you and all of your carried equipment to explode, violently gibbing you and damaging anyone and anything nearby. Use this to avoid capture, to destroy your gear if you’re being stripped, or as a last resort to inflict damage against someone or something. | ||
− | + | On top of this, each boarder is assigned a kit, either: ''Shotgun'', ''Submachinegun'' or ''Medic''. These kits determine what weapon you will use, and - if there is more than one boarder - what role you will fullfill in the squad. | |
+ | ==== [[File:C20r.png|32px]]SMG kit ==== | ||
+ | The SMG kit used to be the one all boarders used, and for good reason. It allows for both silent takedowns one-on-one and guns-blazing rushing to the CIC. | ||
+ | * '''C20r submachinegun''' - A tried and tested SMG by Scarborough Arms. It deals 30 brute damage, has two firing modes - 2-rnd burst and full-auto - and can hold 24 bullets. | ||
+ | * '''.45 SMG magazine''' - Replacement magazines for the C20r. You get 3, for a full 72 extra bullets. | ||
+ | * '''Universal Silencer''' - A silencer which can be fitted onto your SMG to - who would have guessed - silence it. | ||
+ | ==== [[File:Bulldog.png|32px]]Shotgun kit ==== | ||
+ | The Shotgun kit is a powerful, albeit situational kit. It allows for sudden and deadly deep strikes into enemies. But it is quite conservative with ammo, so utilising it well is not easy. | ||
+ | * '''Bulldog shotgun''' - The famous shotgun of Nuclear Operatives. It is semi-automatic, meaning that you do not need to pump it. However, it only accepts its own, 8 round drum mags. | ||
+ | * '''Shotgun drum magazines''' - Special 8 round, 12 gauge magazines designed specifically for the Bulldog shotgun. It holds powerful buckshot ammo, however, you only get two extra drums, meaning only 16 shots. They can be reloaded with singular shells in hand. | ||
+ | * '''Flashbang''' - A flash grenade that, when detonated, blinds, stuns and deafens anyone without adequate protection. Throw it into a room before going in and killing everyone with your shogun. It has an adjustable timer. | ||
+ | * '''Thermal goggles''' - Putting these on allows you to see living and mechanicals creatures (a.k.a. all player controlled beings and simple mobs) through walls. However, it does make you more susceptible to flashes. | ||
+ | ==== [[File:Syndicate_Medical_Supply_Kit.png|32px]]Medic kit ==== | ||
+ | The medic kit is one better used along with your teammates. It lets you heal your allies, making you a valuable asset to your misson. As such, being the medic, you shouldn't rush ahead, or go alone, if you can help it. | ||
+ | * '''Combat medic kit''' - A handy first aid kit, containing a full set of tools any field medic needs. Inside them you can find: | ||
+ | ** ''Gauze'' - For stopping bleeding. | ||
+ | ** ''Healing patches'' - Patches for healing both burn and brute damage. | ||
+ | ** ''NVG health scanner HUD'' - A pair of night vision goggles, which show you the health of nearby people. | ||
+ | ** ''Combat stimulant injector'' - A hypospray loaded with chemicals that can stabilize and heal patients even in critical condition. Works through hardsuits! | ||
+ | ** ''Combat defibrillator'' - A defibrillator which you can wear on your belt. On any non-harm intents it works as a normal defibrillator - albeit its effectiveness is reduced after your patient activates their microbomb implant. On harm intent, after a short chargeup, it can trigger a heart attack in a patient. | ||
+ | * '''Donksoft LMG''' - A copy of the L6 SAW lmg, firing riot foam darts from a 50 round magazine. It has two firing modes - full-auto and 1-rnd burst. You need both hands empty to fire it. To reload it, open the cover with Alt-Click, then click on it with an empty hand to unload the magazine. The magazine then can be reloaded by clicking on it with an ammo box. | ||
+ | * '''Box of riot foam darts''' - A box of ammo containing 40 riot foam darts. These darts deal stamina damage to anyone hit. After being fired, they can be recollected by clicking on them with the ammo box. | ||
+ | * '''9mm pistol magazine''' - A 15 round magazine for your Stechkin pistol. | ||
+ | * '''Blood-red magboots''' - Syndicate magboots which allow you to move in no gravity and protect you from slipping if there is gravity when activated. | ||
== Pirate Boarders == | == Pirate Boarders == | ||
− | {{Speech|image=[[File:Pirate.png|48px|left]]|name=Captain Plasmasalt|text=Arr! If you are looking for the skeletal antagonists stealing all yarr treasuer, look [[Pirate|here]].}} | + | {{Speech|image=[[File:Pirate.png|48px|left]]|name=Captain Plasmasalt|text=Arr! If you are looking for the skeletal antagonists stealing all yarr treasuer, look [[Pirate|here]]. And for the Overmap enemies, look [[Guide_to_enemy_types#Space_Pirates|here]].}} |
The Syndicate are not the only ones trying to get onto the ship. Some brave pirates may also fly close and hop on board. They are much weaker, much stealthier, and very much not skeletons, like their usual counterparts. | The Syndicate are not the only ones trying to get onto the ship. Some brave pirates may also fly close and hop on board. They are much weaker, much stealthier, and very much not skeletons, like their usual counterparts. | ||
<small>(Note: Pirate boarders are currently very weak, and thus are subject to change)</small> | <small>(Note: Pirate boarders are currently very weak, and thus are subject to change)</small> | ||
+ | <!-- | ||
+ | |||
+ | Will someone ever buff these guys? | ||
+ | --> | ||
==Taking Control== | ==Taking Control== | ||
Your fighter has landed on the enemy ship, and you’re all geared up and ready to roll. Remember, your objective is to hijack the emergency shuttle. To do this, you first need to force a shuttle call. There are a few possible ways to do this. | Your fighter has landed on the enemy ship, and you’re all geared up and ready to roll. Remember, your objective is to hijack the emergency shuttle. To do this, you first need to force a shuttle call. There are a few possible ways to do this. |
Revision as of 14:04, 29 April 2021
Syndicate Drop Trooper | |
---|---|
You hear several tethers attaching to the ship. | |
Information | |
Access | Syndicate, Maintenance |
Additional Access | Whereever you can gain access to |
Difficulty | Medium |
Supervisors | The Syndicate |
Rank | Missing (???) |
Duties | Board Nanotrasen ships, force the shuttle call, steal the shuttle. |
Guides | This is the guide |
This role is similar in some aspects to the Traitor role. For additional information, visit that page. For information on the Syndicate organization, see The Syndicate.
Syndicate Drop Troopers (More commonly known as Boarders) are a group of combat trained commandos tasked with the goal of taking over and hijacking ships. The border is a midround antag that can spawn when a Syndicate boarding vessel is able to fly in close to a player controlled ship. When this is accomplished, ghosts that have their Operative Antagonist preference enabled will be given a prompt to join as a Syndicate Drop Trooper. After which, the team will spawn in a multi-seat fighter in space next to the ship. That's when the real fun begins.
Mission Briefing
As agents of the syndicate, your job is to force a shuttle call and then hijack said shuttle, ensuring no Nanotrasen loyal crew are aboard by the time it docks. Other syndicate agents, silicon creatures (Not including IPC crew), and animals don’t count against this objective.
The Boarding Pod
You and your fellow commandos will all spawn within a small dropship just off of the ship drop pod near the ship. It has enough walls to survive being shot at, a GPS system, a survival storage system (like the ones in the miner's pods) and a box of pair pinpointers. These are very useful, as they point to their pair (preferrably your boarder friend) at any and all times.
Equipment
Upon spawning in, all boarders will get the following items;
- Syndicate Drop Trooper Space Suit - This very easy to identify suit is space proof and reinforced with armor plates. Also included are combat gloves, boots, and a syndicate mask. A box with a spare O2 tank and mask are also provided.
- Syndicate Headset - Contains a syndicate encryption key, allowing you to listen in on all radio channels and gives access to a secret syndicat channel, accessed with :h or :t
- Syndicate Utility Belt - Contains a full set of hacking and deconstruction tools. Useful for getting into locked locations. The combat gloves are shock proof, so you’re safe to hack doors.
- Agent ID - This card can be modified to give it any appearance you choose, but more importantly, it can copy the access settings of any card it’s swiped over. The access is additive, meaning every card you swipe will have its access added to this ID.
- Stechkin APS Pistol - A fairly powerful handgun that can be set to semi-automatic or three round burst. Unlike your normal weapons, it does not come with a syndicate firing pin. Contains 15 rounds of ammo.
- Combat Knife - A fairly robust melee weapon. Can be attached to your SMG as a bayonet, or slotted into your boot as a back-up weapon in case you lose your guns.
- Station Bounce Radio/Syndicate Uplink - Your standard traitor uplink. Allows you to purchase additional gear with Telecrystals.
- Microbomb Implant - Upon death or manual activation, this implant in your skull will cause you and all of your carried equipment to explode, violently gibbing you and damaging anyone and anything nearby. Use this to avoid capture, to destroy your gear if you’re being stripped, or as a last resort to inflict damage against someone or something.
On top of this, each boarder is assigned a kit, either: Shotgun, Submachinegun or Medic. These kits determine what weapon you will use, and - if there is more than one boarder - what role you will fullfill in the squad.
SMG kit
The SMG kit used to be the one all boarders used, and for good reason. It allows for both silent takedowns one-on-one and guns-blazing rushing to the CIC.
- C20r submachinegun - A tried and tested SMG by Scarborough Arms. It deals 30 brute damage, has two firing modes - 2-rnd burst and full-auto - and can hold 24 bullets.
- .45 SMG magazine - Replacement magazines for the C20r. You get 3, for a full 72 extra bullets.
- Universal Silencer - A silencer which can be fitted onto your SMG to - who would have guessed - silence it.
Shotgun kit
The Shotgun kit is a powerful, albeit situational kit. It allows for sudden and deadly deep strikes into enemies. But it is quite conservative with ammo, so utilising it well is not easy.
- Bulldog shotgun - The famous shotgun of Nuclear Operatives. It is semi-automatic, meaning that you do not need to pump it. However, it only accepts its own, 8 round drum mags.
- Shotgun drum magazines - Special 8 round, 12 gauge magazines designed specifically for the Bulldog shotgun. It holds powerful buckshot ammo, however, you only get two extra drums, meaning only 16 shots. They can be reloaded with singular shells in hand.
- Flashbang - A flash grenade that, when detonated, blinds, stuns and deafens anyone without adequate protection. Throw it into a room before going in and killing everyone with your shogun. It has an adjustable timer.
- Thermal goggles - Putting these on allows you to see living and mechanicals creatures (a.k.a. all player controlled beings and simple mobs) through walls. However, it does make you more susceptible to flashes.
Medic kit
The medic kit is one better used along with your teammates. It lets you heal your allies, making you a valuable asset to your misson. As such, being the medic, you shouldn't rush ahead, or go alone, if you can help it.
- Combat medic kit - A handy first aid kit, containing a full set of tools any field medic needs. Inside them you can find:
- Gauze - For stopping bleeding.
- Healing patches - Patches for healing both burn and brute damage.
- NVG health scanner HUD - A pair of night vision goggles, which show you the health of nearby people.
- Combat stimulant injector - A hypospray loaded with chemicals that can stabilize and heal patients even in critical condition. Works through hardsuits!
- Combat defibrillator - A defibrillator which you can wear on your belt. On any non-harm intents it works as a normal defibrillator - albeit its effectiveness is reduced after your patient activates their microbomb implant. On harm intent, after a short chargeup, it can trigger a heart attack in a patient.
- Donksoft LMG - A copy of the L6 SAW lmg, firing riot foam darts from a 50 round magazine. It has two firing modes - full-auto and 1-rnd burst. You need both hands empty to fire it. To reload it, open the cover with Alt-Click, then click on it with an empty hand to unload the magazine. The magazine then can be reloaded by clicking on it with an ammo box.
- Box of riot foam darts - A box of ammo containing 40 riot foam darts. These darts deal stamina damage to anyone hit. After being fired, they can be recollected by clicking on them with the ammo box.
- 9mm pistol magazine - A 15 round magazine for your Stechkin pistol.
- Blood-red magboots - Syndicate magboots which allow you to move in no gravity and protect you from slipping if there is gravity when activated.
Pirate Boarders
Captain Plasmasalt says: "Arr! If you are looking for the skeletal antagonists stealing all yarr treasuer, look here. And for the Overmap enemies, look here." |
The Syndicate are not the only ones trying to get onto the ship. Some brave pirates may also fly close and hop on board. They are much weaker, much stealthier, and very much not skeletons, like their usual counterparts.
(Note: Pirate boarders are currently very weak, and thus are subject to change)
Taking Control
Your fighter has landed on the enemy ship, and you’re all geared up and ready to roll. Remember, your objective is to hijack the emergency shuttle. To do this, you first need to force a shuttle call. There are a few possible ways to do this.
- Gain access to an ID with command console access. Using this, you can call the escape shuttle yourself from any command console. However, be aware that any crew with access can recall the shuttle. You’ll either need to defend the consoles to prevent a recall, or give the crew reason to not want to recall.
- Sabotage the ship. If the ship is unable to properly function, the crew will be inclined to call the shuttle themselves. This can be done in a variety of ways, including destroying the ship’s weapons if they’re in a firefight, sabotage the power net, or cause the ships reactor to explode (Beware of radiation or other harmful side effects).
- Kill important crew members. A crew without a leader is easy to scare. Taking out heads of staff like the captain, executive officer, and head of security may be enough to scare the crew into calling the shuttle.
Once the shuttle call has been made, get you and your team to escape and hold the line. No Nanotrasen crew may be allowed to escape on the shuttle, so kill any non-syndicate that try to board. AIs and borgs may not count against this objective, but their laws require them to safeguard the crew, so expect them to be hostile. Once the shuttle arrives, get on and keep fighting till you depart. After the shuttle departs, double check crates and closets for stowaways. Once you’re clear, breath a sigh of relief and celebrate with your fellow syndi on a job well done.
Game Modes on | |
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 |