Difference between revisions of "Nuclear Operative"

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{{needs revision
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{{Needs revision
|reason=Needs accurate info about how the telecrystal management works, and info about someone being the leader, what are his/her duties and different tactics.}}
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|reason = This page hasn't been properly updated since 2017 or 2018.  
 
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}}{{Infobox jobs
{{JobPageHeader
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| headerbgcolor = black
|headerbgcolor = black
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| bgcolor = gray
|headerfontcolor = red
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| image = Generic_nukesyndie.png
|stafftype = ENEMY
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| supervisors = [[The Syndicate]]
|imagebgcolor = gray
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| rank = Missing (<b>???</b>)
|img_generic = Generic_nukesyndie.png
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| duties = GET [[Nuclear disk|DAT FUKKEN DISK]]
|img =
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| guides = This page, [[WHAT YOU SHOULD FUCKING DO DURING WAR OPS: THE DEFINITIVE GUIDE]]
|jobtitle = Nuclear Operative
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| headerfontcolor = red
|access = Any place an emag or a block of C4 will open
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| access = Syndicate
|difficulty = Very Hard
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| access2 = Any place an emag or a block of C4 will open
|superior = [[The Syndicate]]
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| caption = <i>":b What's the plan, operatives?"</i>
|duties = GET [[Nuclear disk|DAT FUKKEN DISK]]
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| difficulty = Very Hard
|guides = This page
 
 
}}
 
}}
''You have been chosen to be one of the few, <s>the strong, the Elite A-</s>team of Syndicate Nuclear Operatives. Your mission, whether or not you choose to accept it, will be to destroy Nanotrasen's most advanced research facility! That's right, you are going to Space Station 13.''
 
  
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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''.
 
==Your Objectives==
 
==Your Objectives==
# Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the station).[[File:NuclearDisk.gif|50px]]
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# Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the ship).[[File:NuclearDisk.gif|64px]]
# Use it to activate the Nuclear Fission Explosive (located on the Mothership). [[File:Nuke.gif|50px]]
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# Use it to activate the [[Nuclear Fission Explosive]] (located on the Mothership). [[File:Nuke.gif|64px]]
# Escape alive on the Syndicate Mothership.
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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==
 
[[File:Syndie.png|300px|thumb|alt=Syndicate Mothership|The Syndicate Mothership and the Syndicate Base.]]
 
[[File:Syndie.png|300px|thumb|alt=Syndicate Mothership|The Syndicate Mothership and the Syndicate Base.]]
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'''The checklist is as follows:'''
 
'''The checklist is as follows:'''
# Memorize the nuclear activation code
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# '''Plan''' the attack (how to get the nuke disk and arm the nuke).
# Plan the attack
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# '''Order''' items and arm yourself to the teeth.
# Order items and arm yourself to the teeth
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# '''Infiltrate''' from the Mothership or make your presence known with an assault pod
# Move the mothership near the station
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# '''Destroy'''
# Infiltrate
+
 
  
 
===Knowing Your Team===
 
===Knowing Your Team===
 
All of your fellow agents will have a big red '''S''' by their head. Be very careful when you see this '''S''', as you don't want to kill your fellow agents on accident.
 
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.
 
Depending on what your commander wants, you might get a syndiborg. They will also have the red '''S'''
 
  
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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.
 
===Communication===
 
===Communication===
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, the nuclear code, and attack plans on this channel early, there is no telling who might get the headset later.
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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.
  
 
Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.
 
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. For example; "Shamalama ding dong!" or something, fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on.
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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.
 
Passwords are only useful if you have a door guard in the Mothership, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.
 
===Memorizing the Code===
 
The very first thing you should do is memorize the Nuclear code! The team leader will probably tell you the code, but if they don't, it should be on a piece of paper somewhere in the room. Every member of the team must know this code since there is no way to know who will be alive at the end of the mission. This changes every time.
 
 
Memorizing this is simple: Just type '''Add-Note''' followed by the code in the chat bar (without having '''say''' before it). Now you can see the code whenever you type '''Notes'''.
 
 
After this, your team should go through a plan of attack.
 
 
 
===Planning the Attack===
 
===Planning the Attack===
**The best thing to do is listen to your leader (the one who spawns inside the tables he is the only one with access to the button to the shutters)  
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'''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.
* Oldskool-style: Get the disk, return to ship, arm the nuke and drag it to the station?
 
* Guns blazing risky style: Haul the nuke first to the station, get the disk and arm it?
 
* Stealth-style?
 
* Everybody cram into a locker and have someone in disguise drag the locker to the station and suddenly unleash a locker full of syndies -style
 
 
 
-Do not emag the button and leave, the best chance at success you have is to listen, and act as a unit.
 
  
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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?
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* 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.
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* 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===
 
===Ordering Gear as a Team===
[[File:Telecrystal uploadreceive station.png]] '''Telecrystal Management Consoles:''' These consoles work to allow your team to manage their telecrystals. The Telecrystal Stations accept any item with a Syndicate Uplink (PDA, headset, radio, etc.). Once the Uplink is inserted, they can donate their telecrystals to the group's boss console. It's best to go ahead and donate all of your crystals and wait for your commander to dish them out, or buy '''big stompy mechs!'''
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[[File: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.  
  
[[File:Team telecrystal management console.png]] '''Team Telecrystal Management Console''' can then take its telecrystal pool and distribute it among the hooked Uplink Stations.
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[[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>
 
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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.
It gets an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.
 
 
 
Each operative spawns with a personal Syndicate Uplink radio with 20 Telecrystals pre loaded. STOP! Before you waste your crystals on a balloon, take note of the computer terminals in front of you. Once you insert your Uplink into it these new devices allow for your team leader to assign you additional Telecrystals or for you to donate your own Telecrystals to a common pool for your leader to draw upon. Buy why would you give away your crystals? Giving your crystals to your team leader will allow him to save up and buy some very expensive and powerful goodies, like a [[Syndicate_Items#Dark_Mauler|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 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 enemy fire. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots.
 
 
 
===Don't Let Them Steal Your Gun Damnit===
 
'''IMPORTANT NOTICE: <span style="color: red">You must prevent the station crew from looting you!'''</span>
 
 
 
If you are captured (handcuffed), but conscious, try to run away. If they are pulling you and you cannot move, they will probably start stripping you. At that moment, you must hurry and type '''say "*deathgasp"''' (this will normally fake your death), this way you trigger the built-in explosive implant and you go out with a blast.
 
 
 
If you fall unconscious (probably in critical or sleeping because of a chemical attack), you cannot emote so it needs to be done differently. If you are not in critical you need to type '''suicide''' (not say!) and confirm, THEN type '''succumb''' to die instantly.
 
 
 
If you are already in critical, you only need need to type '''succumb'''.
 
 
 
When you die you will explode, knocking down and damaging people around you. So do not do it next to your teammates, only next to the station crew.
 
  
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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>
 +
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===
 
===Equipment===
[[File:Nuke_equipment.jpg|thumb|400px|'''??? NEEDS INFO WHAT IS THIS]]
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[[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:
 
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.)
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* Jet Harness filled with oxygen (This fits inside your backpack, so you can wear your backpack inside the ship.)
 
* Syndicate Mask
 
* Syndicate Mask
 
* Tactical Turtleneck
 
* Tactical Turtleneck
* Blood-red Hardsuit and Helmet (These fit inside your backpack, you move faster inside the station without the suit on, the helmet does not matter.)
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* 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
 
* Military Belt
* Crowbar (This is necessary when your team is using a powersink. It fits inside the box too.)
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* Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box too.)
 
* High-capacity Power Cell
 
* High-capacity Power Cell
 
* Multitool
 
* Multitool
 
 
There's also a '''Tool Storage''', which contains:
 
There's also a '''Tool Storage''', which contains:
* Unfinished Teleporter Hub
 
 
* Night Vision Goggles
 
* Night Vision Goggles
* Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink and the wrench for securing bombs.)
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* Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink.)
* Suspicious Beacons (Thesea are large bombs, dont just take them randomly, usually they are used as part of the plan.)
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* Suspicious Beacons (These are large bombs, don't just take them randomly, usually they are used as part of the plan.)
 
* Syndicate Minibombs  
 
* Syndicate Minibombs  
 
* Many other kinds of generic tools like proximity sensors and remote signaling devices
 
* Many other kinds of generic tools like proximity sensors and remote signaling devices
 
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You must now equip yourself for space travel so you can invade the ship.
You must now equip yourself for space travel so you can invade the station.
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# Get out of your armor and put on the dark red space suit, if you haven't bought an elite/shielded hardsuit.
# Get out of your armor and put on the dark red space suit, though you may decide to keep your SWAT helmet on as it is space proof and more protective, but it won't protect you against flashbangs, your choice.
 
 
# Take your backpack off.
 
# Take your backpack off.
# Place your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. # Take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt.
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# 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 station).
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# 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.
 
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.
 
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===
 
===This is My Rifle===
 
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
 
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
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*[[File:Stetchkin.png]] Stetchkin Pistol -- '''Free'''. Standard-issue sidearm. 8 Rounds, 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!''
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*[[File:Bulldog.png]] Bulldog Shotgun -- '''8 telecrystals'''. Close combat shotgun. 8 Shells drum fed, semi-automatic. Three ammo types. Great for close encounters.
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*[[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.
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*[[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.
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*[[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.
  
*[[File:Stetchkin.png]] Stetchkin Pistol - Standard Issue sidearm. 8 Rounds, 25 brute per shot. Free.
 
*[[File:C20r.png]] C20r SMG - Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. 16 telecrystals.
 
*[[File:L6machinegun.png]] L6 SAW - Light Machinegun. 50 rounds, 60 brute per shot. 20 telecrystals
 
*[[File:Energy_Gun.gif]] 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. 8 telecrystals (Only use if double-bladed or robust in melee.)
 
  
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.
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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.
 
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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]].  
In the locker room are three Energy Guns that can make excellent Primary Weapons but they suffer from only have 10 shots before needing a recharge, and you are unlikely to get a chance to recharge them.
 
 
 
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.
 
 
 
[[File:pinpointer.gif|50px]]'''Don't forget to take a Pinpointer with you.''' This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk. They can be found in the equipment room armory closets. Every member of the team [[Beyond the impossible|should always have one of these on them]].
 
 
 
The military PDA is very handy if you want to escape after you set the nuke (and I know you do), make sure you assign the PDA to someone who has the least chance of dying and won't fuck off into space.
 
  
 
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.
 
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 [[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.
 
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==
 
==Actually Getting There==
The Syndicate Mothership is NOT in proximity of the station when the nuke team is first sent out. One of the Nuclear Operatives must use the control computer to move the Mothership into close proximity to the station.
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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===
Next, you must use the blast doors to exit the Mothership. Only a PDA with a detomatrix cartridge can open these doors remotely. The Syndicates start with one PDA that has this, this is a very important item, do not let the enemy get their hands on this.
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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.
 
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==War were declared==
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 Mothership.
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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.
 
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==Dat Fukken Disk==
===DAT FUKKEN DISK===
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[[File:Disk512.gif|right|thumb|192px|EAT THIS.]]
[[File:Disk512.gif|right|thumb|192px|GET THIS.]]
 
 
You need this disk, but as it could be guarded by the [[Captain]], [[Head of Security]], [[Clown]], or the [[Head of Personnel]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.
 
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.
+
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.
+
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.
+
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!==
===Activating the Nuclear Fission Explosive===
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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 Mothership, make sure your team knows you got the disk, and to defend the Mothership and throw off anyone chasing you.
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NOT AT YOUR BASE!!!]]
<br>[[File:Nuke.gif|200px]]<br>
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{{Speech
There will be the nuke, now follow these guidelines in order:
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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.
+
}}
* 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.
 
* (Optional) Disengage the anchor.
 
* (Optional) Have it timing as you run off with the thing (if you die it will still go off).
 
* (Optional) Place the nuke anywhere you want on the station.
 
* (Optional) Anchor it.
 
* Take the Nuke Disk out.
 
* Either Guard the disk, space the disk, or something to throw off the crew's pin pointer.
 
* Get back to your Mothership.
 
* If any other nuke agents are alive, give them a moment to get to the Mothership.
 
* Once you and your buddies are loaded in the Mothership, get out of there.
 
  
 +
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.
 +
# ''(Optional)'' Anchor it.
 +
# Take the Nuke '''Disk''' out.
 +
# Either guard the disk, space the disk, or something to throw off the crew's pin pointer.
 +
# Get back to your '''Mothership'''.
 +
If any other Nuke Agents are alive, give them a moment to get to the Mothership. Once you and your buddies are loaded in the Mothership, get out of there.
 
==Quick Tips==
 
==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.
 
* Be careful of falling behind and getting lost in space.
* If handcuffed: '''*deathgasp''', if unconscious: '''suicide''' and '''succumb''', if in critical condition '''succumb'''.
 
 
* 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.
 
* 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.
+
* 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.
* 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.
 
* Voice-changers are no good if everyone can see you wearing the gas mask when you shouldn't have one.
 
 
* Make sure the Escape Shuttle can't be called and then you can't technically lose!
 
* Make sure the Escape Shuttle can't be called and then you can't technically lose!
* Always keep in communication with your team. Having backup and knowledge of what's happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.
+
* 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 station is a popular strategy. Make sure you bring night-vision goggles!
+
* 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
 
* Taking out telecommunications is a good way to ensure the crew remains confused and disorganized
* There is a teleporter available in the Syndicate Mothership. Should you spend the 20 telecrystals needed to finish it, it can create an excellent entry point within the station.
+
* Ignore the nuke in the vault on the 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.
* 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.
 
* 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.
 
* 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.
 
* 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.
+
* 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.
 
* 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==
 +
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
 +
===[[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 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==
 
==Mission Debriefing==
 
* If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
 
* If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
* If the Escape Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory.
+
* If the Nuke detonates, but not on the ship's z-level, the crew wins a Minor Victory.
* If the Nuke detonates in the station successfully and the Syndicate Mothership escapes, the Syndicates wins a Major Victory.
+
* If the Nuke detonates in the ship successfully but no Syndicates manage to escape, no-one wins.
* 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 ship, the Syndicates win a Minor 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 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==
 +
* 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}}
 
{{Jobs}}
 +
{{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

NSVBanner299.png

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

NSVBanner299.png

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