Difference between revisions of "Nuclear Operative"
imported>Kosmos m (Added Cheridan's a little info about the TC Stations (the only info available of them).) |
imported>Kosmos (Oh god this page was horrible, and still is, pls halp.) |
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{{JobPageHeader | {{JobPageHeader | ||
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|img = | |img = | ||
|jobtitle = Nuclear Operative | |jobtitle = Nuclear Operative | ||
− | |access = Any place an | + | |access = Any place an emag or a block of C4 will open |
|difficulty = Very Hard | |difficulty = Very Hard | ||
|superior = [[The Syndicate]] | |superior = [[The Syndicate]] | ||
− | |duties = | + | |duties = GET [[Nuclear disk|DAT FUKKEN DISK]] |
− | |guides = This | + | |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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[[File:Disk512.gif|right|thumb|192px|GET THIS.]] | [[File:Disk512.gif|right|thumb|192px|GET THIS.]] | ||
==Your Objectives== | ==Your Objectives== | ||
− | + | # Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the station).[[File:NuclearDisk.gif|50px]] | |
− | + | # Use it to activate the Nuclear Fission Explosive (located on the station). [[File:Nuke.gif|50px]] | |
− | + | # Escape alive on the Syndicate Mothership. | |
==But First, You Must Learn How to Crawl== | ==But First, You Must Learn How to Crawl== | ||
− | Before you | + | [[File:Syndie.png|300px|thumb|alt=Syndicate Mothership|The Syndicate Mothership and the Syndicate Base.]] |
+ | 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. | ||
+ | |||
+ | Before you do anything, you must properly prepare yourself. There's no need to rush, instead take the time to discuss strategy with your squad mates - a job well planned is half done! | ||
+ | |||
+ | '''The checklist is as follows:''' | ||
+ | # Memorize the nuclear activation code | ||
+ | # Plan strategy | ||
+ | # Order items | ||
+ | # Arm yourself to the teeth | ||
+ | # Move the mothership near the station | ||
+ | # Infiltrate | ||
+ | |||
+ | ===Communication=== | ||
+ | You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, the nuclear code, and attack plans on this channel early, there is no telling who might get the headset later. | ||
+ | |||
+ | Making code named strikes with your nuke team will be the most effective way to deal with the crew, but it is difficult to get them to listen. | ||
− | + | 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. | |
− | + | ||
− | + | 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. | |
− | + | ||
− | + | ===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'''. | |
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− | + | After this, your team should go through a plan of attack. | |
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− | === | + | ===Ordering Gear as a Team=== |
[[File:Telecrystal uploadreceive station.png]] '''Telecrystal Management Consoles:''' These consoles work to allow your team to manage their TC (TeleCrystals). The TC Stations accept any item with a Syndicate Uplink (PDA, headset, radio, etc.). Once the Uplink is inserted, they can donate their TC to the group's boss console. | [[File:Telecrystal uploadreceive station.png]] '''Telecrystal Management Consoles:''' These consoles work to allow your team to manage their TC (TeleCrystals). The TC Stations accept any item with a Syndicate Uplink (PDA, headset, radio, etc.). Once the Uplink is inserted, they can donate their TC to the group's boss console. | ||
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It gets an amount of bonus TC based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station. | It gets an amount of bonus TC based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station. | ||
− | + | 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? 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]]! | |
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− | === | + | Once your team has bought the items essential to your plan you can now selfishly buy what you will need for the mission, however you need to pause and think hard. What [[Syndicate Items]] will you need? Which will cause a huge backlash if used against your team? Now, think what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag 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. |
− | + | ||
+ | ===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'''. | |
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− | + | 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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− | === | + | ===Equipment=== |
− | + | 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 | * Jet Harness filled with oxygen | ||
* Syndicate Mask | * Syndicate Mask | ||
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* 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 | ||
− | You | + | You must now equip yourself for space travel so you can invade the station. |
+ | # Get out of your armor and put on the dark red space suit, though you may decide to keep your SWAT helmet on as it is space proof and more protective, but it won't protect you against flashbangs, your choice. | ||
+ | # Take your backpack off. | ||
+ | # Place your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. # Take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt. | ||
+ | # Pick out your Syndicate agent card ID's disguise (or wait till you get to the station). | ||
+ | |||
+ | Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Nightvision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink. | ||
+ | |||
+ | You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons. | ||
− | + | ===This is My Rifle=== | |
+ | A quick and dirty list of the common weapons employed by Syndicate Operatives in the field. | ||
− | + | *[[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. 8 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. 4 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. | ||
+ | |||
+ | 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. | |
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− | + | 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. | |
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− | + | [[File:pinpointer.gif|50px]]'''Don't forget to take a Pinpointer with you.''' This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk. They can be found in the equipment room armory closets. Every member of the team [[Beyond the impossible|should always have one of these on them]]. | |
− | + | 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. | |
− | |||
− | + | ==Assault Strategies== | |
+ | 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=== | |
+ | 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. | ||
− | + | 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. | |
− | + | 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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− | ===[[File:NuclearDisk.gif|50px| | + | ===[[File:NuclearDisk.gif|50px|DAT FUKKEN DISK]]DAT FUKKEN DISK=== |
You need this disk, but as it could be guarded by the [[Captain]], [[Head of Security]], [[Clown]], or the [[Head of Personnel]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective. | 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 | + | One method includes blowing up the wall the disk holder has their back to. With a modified Syndicate bomb, you can blast that wall down and seriously wound the disk carrier. |
Another requires team work, have one agent cause trouble in one spot (some place secure, like the brig), this will cause the disk holder to flee some place else secure. A place you will have your team staking out and ready to strike. | 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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==You Have No Chance to Survive, Make Your Time== | ==You Have No Chance to Survive, Make Your Time== | ||
− | Once you get the disk, you need to rush back to the | + | 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. |
There will be the nuke, now follow these guidelines in order: | There will be the nuke, now follow these guidelines in order: | ||
* Click it with your open hand. | * Click it with your open hand. | ||
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* Take the Nuke Disk out. | * Take the Nuke Disk out. | ||
* Either Guard the disk, space the disk, or something to throw off the crew's pin pointer. | * Either Guard the disk, space the disk, or something to throw off the crew's pin pointer. | ||
− | * Get back to your | + | * Get back to your Mothership. |
− | * If any other nuke agents are alive, give them a moment to get to the | + | * 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 | + | * Once you and your buddies are loaded in the Mothership, get out of there. |
− | ==Tips== | + | ==Quick Tips== |
− | *Subvert or destroy the AI first. It can give you away. | + | * Be careful of falling behind and getting lost in space. |
− | *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. | + | * If handcuffed: '''*deathgasp''', if unconscious: '''suicide''' and '''succumb''', if in critical condition '''succumb'''. |
− | *Voice-changers are no good if everyone can see you wearing the gas mask when you shouldn't have one. | + | * 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. |
− | *Make sure the | + | * Subvert or destroy the AI first. It can give you away. |
− | *Always keep in communication with your team. Having backup and knowledge of what's happening from both the | + | * 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. |
− | *Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles! | + | * Voice-changers are no good if everyone can see you wearing the gas mask when you shouldn't have one. |
− | *Taking out telecommunications is a good way to ensure the crew remains confused and disorganized | + | * Make sure the Escape Shuttle can't be called and then you can't technically lose! |
− | *There is a teleporter available in the | + | * 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. |
− | *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. | + | * Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles! |
− | *For the love of fuck do not mistake a Science Disk for the Nuke Disk, sciences disks are Yellow and Nuke Disks are Green. | + | * Taking out telecommunications is a good way to ensure the crew remains confused and disorganized |
+ | * There is a teleporter available in the Syndicate Mothership. Should you spend the 20 telecrystals needed to finish it, it can create an excellent entry point within the station. | ||
+ | * Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would take you days to guess it. | ||
+ | * For the love of fuck do not mistake a Science Disk for the Nuke Disk, sciences disks are Yellow and Nuke Disks are Green. | ||
==Mission Debriefing== | ==Mission Debriefing== | ||
− | * If the Shuttle leaves with the Disk on board, the | + | * If the Escape 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 Escape Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory. |
− | * If the | + | * If the Nuke detonates in the station successfully and the Syndicate Mothership escapes, the Syndicates wins a Major Victory. |
− | * If the | + | * If the Nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins. |
− | * If the | + | * If the Nuke detonates, but not on the Station's z-level, the crew wins a Minor Victory. |
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{{Jobs}} | {{Jobs}} | ||
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]] | [[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]] |
Revision as of 03:33, 16 June 2014
This page needs revising! The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example. The revision reason is: "Needs accurate info about how the telecrystal management works, and info about someone being the leader, what are his/her duties." |
ENEMY STAFF | |
Nuclear Operative |
Access: Any place an emag or a block of C4 will open Difficulty: Very Hard Supervisors: The Syndicate Rank: Not defined Duties: GET DAT FUKKEN DISK Guides: This page |
You have been chosen to be one of the few, the strong, the Elite A-team of Syndicate Nuclear Operatives. Your mission, whether or not you choose to accept it, will be to destroy Nanotrasen's most advanced research facility! That's right, you are going to Space Station 13.
Your Objectives
- Retrieve the Nuclear Authentication Disk (located on the station).
- Use it to activate the Nuclear Fission Explosive (located on the station).
- Escape alive on the Syndicate Mothership.
But First, You Must Learn How to Crawl
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.
Before you do anything, you must properly prepare yourself. There's no need to rush, instead take the time to discuss strategy with your squad mates - a job well planned is half done!
The checklist is as follows:
- Memorize the nuclear activation code
- Plan strategy
- Order items
- Arm yourself to the teeth
- Move the mothership near the station
- Infiltrate
Communication
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, the nuclear code, and attack plans on this channel early, there is no telling who might get the headset later.
Making code named strikes with your nuke team will be the most effective way to deal with the crew, but it is difficult to get them to listen.
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.
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.
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.
Ordering Gear as a Team
Telecrystal Management Consoles: These consoles work to allow your team to manage their TC (TeleCrystals). The TC Stations accept any item with a Syndicate Uplink (PDA, headset, radio, etc.). Once the Uplink is inserted, they can donate their TC to the group's boss console.
Team Telecrystal Management Console can then take its TC pool and distribute it among the hooked Uplink Stations.
It gets an amount of bonus TC based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.
Now that 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? 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 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.
Don't Let Them Steal Your Gun Damnit
IMPORTANT NOTICE: You must prevent the station crew from looting you!
If you are captured (handcuffed), but conscious, try to run away. If they are 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.
Equipment
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
- Syndicate Mask
- Tactical Turtleneck
- Blood-red Hardsuit Helmet
- Blood-red Hardsuit
- Military Belt
- Crowbar
- High-capacity Power Cell
- Multitool
There's also a Tool Storage, which contains:
- Unfinished Teleporter Hub
- Night Vision Goggles
- Suspicious Looking Toolboxes
- Suspicious Beacons
- Many other kinds of generic tools like proximity sensors and remote signaling devices
You must now equip yourself for space travel so you can invade the station.
- Get out of your armor and put on the dark red space suit, though you may decide to keep your SWAT helmet on as it is space proof and more protective, but it won't protect you against flashbangs, your choice.
- Take your backpack off.
- Place your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. # Take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt.
- Pick out your Syndicate agent card ID's disguise (or wait till you get to the station).
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Nightvision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.
This is My Rifle
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
- Stetchkin Pistol - Standard Issue sidearm. 8 Rounds, 25 brute per shot. Free.
- C20r SMG - Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. 8 telecrystals.
- L6 SAW - Light Machinegun. 50 rounds, 60 brute per shot. 20 telecrystals
- Energy Gun - NanoTrasen compatible Energy Rifle. 10 charges, 20 stun/brute per shot. Free (Only 3 on ship)
- 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.)
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 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.
Don't forget to take a Pinpointer with you. This device, once turned on, will act as a compass directing you straight to your primary target: The nuclear authentication disk. They can be found in the equipment room armory closets. Every member of the team should always have one of these on them.
The military PDA is very handy if you want to escape after you set the nuke (and I know you do), make sure you assign the PDA to someone who has the least chance of dying and won't fuck off into space.
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.
Assault Strategies
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of know how, and you have a chance. But what makes the Syndicate agent successful isn't their red suit, or revolver, it is their team.
Actually Getting There
The Syndicate Mothership is NOT in proximity of the station when the nuke team is first sent out. One of the Nuclear Operatives must use the control computer to move the Mothership into close proximity to the station.
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.
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 randomized in five different spots chosen by an agent from a list of several locations around the station. But they still may bumble onto the Mothership.
DAT FUKKEN DISK
You need this disk, but as it could be guarded by the Captain, Head of Security, Clown, or the Head of Personnel... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.
One method includes blowing up the wall the disk holder has their back to. With a modified Syndicate bomb, you can blast that wall down and seriously wound the disk carrier.
Another requires team work, have one agent cause trouble in one spot (some place secure, like the brig), this will cause the disk holder to flee some place else secure. A place you will have your team staking out and ready to strike.
The disk's whereabouts can be located using a Pinpointer, assuming you aren't a chucklefuck and remembered to take one with you. Do not destroy the disk, it makes your life harder.
You Have No Chance to Survive, Make Your Time
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. There will be the nuke, now follow these guidelines in order:
- Click it with your open hand.
- Place the Nuke disk into the slot.
- Punch in the nuke code, hit enter.
- Set the time.
- Set it to Armed.
- 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 Mothership.
- If any other nuke agents are alive, give them a moment to get to the Mothership.
- Once you and your buddies are loaded in the Mothership, get out of there.
Quick Tips
- Be careful of falling behind and getting lost in space.
- 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.
- Subvert or destroy the AI first. It can give you away.
- 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!
- Always keep in communication with your team. Having backup and knowledge of what's happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.
- Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles!
- Taking out telecommunications is a good way to ensure the crew remains confused and disorganized
- There is a teleporter available in the Syndicate Mothership. Should you spend the 20 telecrystals needed to finish it, it can create an excellent entry point within the station.
- Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would take you days to guess it.
- For the love of fuck do not mistake a Science Disk for the Nuke Disk, sciences disks are Yellow and Nuke Disks are Green.
Mission Debriefing
- If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
- If the Escape Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory.
- If the Nuke detonates in the station successfully and the Syndicate Mothership escapes, the Syndicates wins a Major Victory.
- If the Nuke detonates in the station successfully but no Syndicates manage to escape, no-one wins.
- If the Nuke detonates, but not on the Station's z-level, the crew wins a Minor Victory.