Galactic Conquest

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Syndicate Crew
SyndicateCaptain.png
SYNDIE MAJOOOOR
Information
AccessSSV Babylon
Additional AccessMore areas of the Babylon, depending on your job
DifficultyHard
SupervisorsThe Syndicate
RankMissing (???)
DutiesTry to defeat the Nanotrasen crew
GuidesA crash course in FTL-ing; this page

War has changed. The syndicate ships are no longer AI controled bumbling idiots. Instead, they are crewed by players, just as smart as you are. Oh the horror!


Thats right! In this gamemode, you will be facing off against syndie ships crewed by players. Well, one syndie ship. Before we begin, it should be mentioned that this mode is in Secret rotation. For the gamemode to have a chance of being rolled, there must be at least 40 players ready roundstart and at least 20 must have their Syndicate crew preference set to yes. So, the big thing here is that around half of the players start the round as syndicate crew aboard the SSV Nebuchadenezzer Babylon. They have a ship just like the NT crew, and must race to either kill them or take over the galaxy.

How to join the dark side?[edit | edit source]

So, if you want to play as the syndicate crew, you have to get on the server before the round begins to have the possibility of being chosen. This is because they are selected like normal antagonists. Then, once you are on, you have to go to Player Preferences screen and find the Syndicate Crew option. Next to it there should be "Autofill". Click it to select which syndie job you want to get (I will explain them later). Leaving it on Autofill will just put you in a role that is not filled by others. You will also have to go into Game Preferences and set Syndicate Crew to yes. After that, all you have to do is hope and wait. When the round begins, half of all players who have readied up, and set their preferences will become syndie scum crew.

Late-joining players cannot join the syndicate side.

System Control[edit | edit source]

The race for the galaxy is on. To become the one and only ruler of the stars, you will have to capture Stay Systems. While the basis is the same for both the NT and the Syndie side, there is a small difference.
All Nanotrassen crews have to do is fly into a system, and kill any enemy forces in there. After a system is clear - the "XY fleet has been defeated" message shows up - an allied NT fleet will fly in, and take control of the system.
For the syndies, it is a bit different. They have to jump in and kill everything too, but after that is done they won't get an allied fleet immediately. Instead, they will have to activate a special Lighthouse Beacon. That is located in a secure room of their ship, and will send out a signal to other Syndicate fleets. After it has been activated a fleet will arrive in approximately 5 minutes. Than the system will count as taken over.

Okay, but how can we win this war?[edit | edit source]

You got a taste for blood, employee? Good. Now, let me tell you how we will win this conflict

Destruction Victory[edit | edit source]

This is the most straight-forward way to a major victory. All you have to do is destroy the enemy playership. Simple, right?

Point Victory[edit | edit source]

The other way to win is to gather more points than the enemy. How do you gain points? In two ways.

  • One is capturing systems, as detailed above. Every captured system grants you 50 points.
  • Another way is to defeat enemy fleets. This will give you - the winning side - 25 points, while taking away 25 from the losers.

Whichever side can get 1000 points first wins. Interestingly, if the pirates reach 1000 points, the Syndicate will win a minor victory.

Timeout Victory[edit | edit source]

If noone reaches 1000 points by 2 and a half hours,than whoever has the more points will be victorius

Tie[edit | edit source]

And last and certainly least, is the tie. You've somehow managed to both get the same amount of points as the Tortuga Raiders and now nothing has changed. Thanks a lot guys! Everything you did was pointless and you've all just wasted eachother's time, including mine!

You are ready![edit | edit source]

Congratulations! If you have read this far, you know how this gamemode works. Below is a detailed explanation of Syndicate roles, along with tips and tricks. If you dont have the time right now, worry not, as you now know enough to grasp how this gamemode works. If you wish to play as a syndie, do read on.

Meet the (Syndicate) Team![edit | edit source]

Captain[edit | edit source]

Syndicate Captain
SyndicateCaptain.png
"Bring us closer, I want to hit them with my sword!"
Information
AccessSyndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
Additional AccessN/A
DifficultyHard
SupervisorsThe Syndicate
RankCaptain (CPT)
DutiesCommand the Syndicate ship, order the Bridge Officers to fly into a black hole.
GuidesA crash course in FTL-ing; this page

As the Captain of the ship it is your job to lead the crew of the Syndicate vessel. It is very much similar to being a Nanotrasen Captain and requires you to behave as such.
On the ship you are the highest ranking officer, though the Strategist is technically your superior. You should try to follow advice the Strategist gives and discuss tactics before making any rash decisions.
What to do:

  • Do a rollcall to see if you've got enough people to do all of the jobs successfully.
  • Manage the access of the crew,
    • if someone would rather be a fighter pilot and a pilot wants to be a marine then switch them around.
  • Discuss a plan with the Bridge Staff and the Strategist,
    • remember that you have to actively capture systems or fight nanotrasen fleets as the Syndicate to gain more points.
  • Talk with the Marine Sergeant on who and when to send aboard the NSV,
    • and also who to keep onboard the ship.
  • Ensure that there are enough technicians to setup and maintain the reactor AND operate the guns,
    • and reassign some crew if there isn't.








Strategist[edit | edit source]

Syndicate Strategist
SyndicateStrategist.png
"I'll tell the Admiralty about this!!"
Information
AccessSyndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
Additional AccessN/A
DifficultyVery Hard
SupervisorsThe Syndicate
DutiesAssist and advise the Captain, tell everyone you're the captain's superior.
GuidesA crash course in FTL-ing

The Strategist is a Syndicate Admiral assigned to help the Captain win the conflict. This does mean you are technically the Captain's superior, however you are still expected to follow the Captain's orders much like an Executive Officer on a Nanotrasen ship would. The most important part of your job is thinking of and sharing possible strategies that could benefit the crew and it's ability to triumph in combat.

The lighthouse beacon

The room of the Lighthouse beacon.


This machine - marked with Red - are the ace up your stylish sleeve. This allows you to send out a beacon which lets an allied Syndicate fleet jump in, and claim it as your own. This is the only way you can capture systems and gain points as the syndies. Thus it is very important that someone toggles it as often as possible. And that someone is you. Or the Captain, but they will most likely have other problems to worry about. So, whenever your ship jumps into a system, you will have to come down here, and activate the beacon. The beacon does take around 5 minutes to activate, so you will have to survive for at least that time, but if you can manage that, an allied fleet will be here to steal your thunder help you out.

Of course, timing is very important here. Calling the fleet in AFTER you beat the enemies is good, but it wastes a lot of time. However, calling it in BEFORE you defeat the enemy, or even just as you jump in risks the fleet dying, and you losing 25 points, while the enemy gains 25 points. Calling it in AS YOU ARE LOSING may not save you, because the fleet may be too late. So knowing your strength, and especially the enemy's weakness is very important in this job.


Tips for coming up with the best strategy:

  • Your allied fleets are a bit stronger then the NT ones, so they can buy you more time. Emphasis on can
  • Your ship is smaller and more manuverable than the NSV, so you may have a chance of slipping by NT fleets, and going into their backlines.
  • The Lighthouse beacon has a cooldown and takes time to call in a fleet.
  • Because the Beacon has a cooldown, you can't just zip around the sector and capture systems, while the NSV is still charging their FTL
  • You can buy Universal Encryption keys from req, which will allow you to listen in on NT comms, and tell which system they are in.
  • The beacon calls in a random syndicate fleet, but not any syndicate fleet. You cannot spawn in an Armada, or an Earthbuster fleet.


Requisitions Officer[edit | edit source]

Syndicate Requisitions Officer
SyndicateReqOfficer.png
"Who stole the budget card!?"
Information
AccessSyndicate, Syndicate Requisitions, Syndicate Heads
Additional AccessN/A
DifficultyHard
SupervisorsCaptain, Strategist, The Syndicate
DutiesManage the requisitions department, waste all of the telecrystals on cigarettes.
GuidesGuide to Cargo

The Requisitions Officer is in charge of Requisitions, as one would expect. Requisitions is responsible for managing and ordering supplies and ammo much like the Quartermaster and Master At Arms.
As the Requsisitions Officer you start with an uplink and telecrystals. You also manage the distribution of money and telecrystals among the crew, and it is advised that you communicate with the Marine Sergeant and Captain before spending anything on things that aren't needed. Use your requisitions console and supply beacons to purchase steal supplies from central command.
Because you start the round with relatively little cash or telecrystals you have to do missions for the syndicate stations to earn more.
Getting minerals
So, while the NT crew has their own mining ship, how do YOU get minerals? Lucky for you, the higher-ups realized this same problem. So, your ship has been outfitted with a mineral magnet, on the upper deck, south-west of the hangar area.(On the Babylon. Other maps may vary.)
If you have played as a Shaft Miner before, you will know how this works, but let me run it down for you here:

  • The Bridge Crew drives the ship near an asteroid.
    • Asteroids are visible on a Mining DRADIS console, or a normal DRADIS console, if you upgrade it with a mining DRADIS upgrade. Upgrades for the DRADIS - and the mineral magnet - are printable in the Cargo tehcfab.
  • Someone goes to the Mineral Magnet Console - a small blue console on a wall - and pulls in the asteroid.
    • Not all types of asteroids can be pulled in roundstart by the magnet. You will need a Tier 2 upgrade for Non-Ferrous asteroids, and a Tier 3 for Exotic ones.
  • People mine empty the asteroid of ores.
  • Once the asteroid is empty and people have left the asteroid cage, you must go to the Magnet Console again, and push away the asteroid.

Repeat this process, upgrade the DRADIS and the Magnet, and you will be good.
Where can you get mining tools? There is a downed mining shuttle docked next to requisitions. It cannot move, but it has quite a few miner lockers and other goodies for your miners.

Tips:
- You can link supply pod beacons to the DRADIS to tell traders where to ship your stuff. Use a multitool on the DRADIS to switch back to default drop points. ESSENTIAL for buying fighters!







Marine Sergeant[edit | edit source]

Syndicate Marine Sergeant
SyndicateMarineSergeant.png
"The makarov's are NOT reshaped glocks! How many times do I have to tell you this!?"
Information
AccessSyndicate, Syndicate Armoury, Syndicate Heads
Additional AccessN/A
DifficultyMedium
SupervisorsCaptain, Strategist, The Syndicate
DutiesManage the distribution of guns among the crew, organize boarding parties, get yelled at for not boarding every ship you find.
GuidesSyndicate Drop Trooper

The Marine Sergeant is the commander of the Marines and also the defacto Head of Security on the ship. They are in charge of managing boarding parties and defending the ship from Nanotrasen boarding parties and also have the keys to the Armoury.

For a good day trip, you need a plan. Or not. But it really does help if you come up with an organized plan. This will be way easier if you have experience as a Nuclear Operative, but just to be safe, I'll give you a short rundown here, but never be afraid to experiment, and come up with new ways:

Getting on board

The first step in bringing down a warship is getting onto said warship. To get on board, you will have to cross a fair bit of space between your ship and the enemy. How you cross it is the big question.

  • There is the dangerous way of going in a fighter. This has many downsides. First off, your ship and the NSV has to be in the same system. Then you have to get in a utility fighter, which can only hold so many people. You also have to know how to fly a fighter. Plus there is the massive wall of steel formed by 50 cal rounds fired by the enemy.
  • A safer, but more costly method is utilising a teleporter. Lucky for you, the NSV has numerous teleportter beacons on it. All you have to do is build a teleporter and jump there. Of course, to build a teleporter, you need bluespace crytsals. And getting those will take a long time.

Sabotaging

Now that you made it on board, it is time to fuck some shit up. Just like how a fire needs it's three components to start - oxygen, heat and something flammable - a warship needs three things to function - commanding officers, power and a crew. Taking out any one of those should cripple the enemy's ability to fight.

  • Taking out the commanding officers may be the easiest. The Captain, the XO and the Bridge Staff will most likely be sitting on the bridge. So all you need to do is strike fast. Blow up a bomb near them. Open a wall into space. Or just jump in with an SMG and kill them all.
  • Sabotaging the power supply has it's strenghts and weaknesses too. First off, you have to sabotage well. Just cutting a wire, or disassembling an SMES may set them back, but it will not leave much impact in the long run. Blowing up the reactor, however, can cause massive damage, but it is not an easy job. Just be warned that anything you do to the engine will be immediately very obvious, and can be easily undone by good engineers.
  • If all else fails refer to Plan Z: murderbone.

Coordination

As shown above, there are many ways of fucking over some NT crew's day. However, it is not easy. Your boarders may die, your sabotage may be fixed. That is why, as a Marine Segeant it is the most important part of your job to coordinate. Coordinate when making the plan, coordinate when you get on board and coordinate when half of your team inevitably dies, and NT boarders are running free on your ship.

Syndicate CAG[edit | edit source]

Syndicate CAG
SyndicateCAG.png
"Stop doing test flights during combat!"
Information
AccessSyndicate, Syndicate Heads
Additional AccessN/A
DifficultyMedium
SupervisorsCaptain, Strategist, The Syndicate
DutiesCommand the fighter pilots, steal a fighter and do a one-man boarding mission.
GuidesGuide to Fighters

The CAG, or Commander Air Group, is the Syndicate equivalent of a Flight Leader in that they lead the fighter pilots. The key difference is that the CAG also takes the role of an ATC and thus stays shipside to relay information to the pilots and assist in their repairs and refuelings.
Now of course, to play this role - and play it well - you should have at least some expreience with Fighters, but let me give you a brief rundown here:

How to rearm a fighter

Rearming a fighter is quiet easy. All you have to do is grab an ammo box for the fighter's cannon, and click it on the fighter. For reloading secondary ammonition - missles or torpedos - just click-drag them onto the fighter.

Which ammo do you need for your fighter? Weeell that is the hard-er part. It is not hard, really. All you have to do is swipe your ID on a fighter, enable maintenance mode, hop in the fighter and scroll down on the Control Panel. There you can find out if your fighter has a heavy or a light cannon, a missle or a torpedo launcher. From then on, just order some ammo crates from cargo.

How to launch a fighter

So, if a pilot wants to die fly off into battle, it will be your job to send him on his track. A fighter can get onto the Overmap either by simply flying off the mainship, or by being launched off of it. Fighters can be launched by Magnetic Catapults, magcats for short. This is where you come in. After a fighter has been dropped onto the magcat, you can send them off with the Magcat Control Console. Just be careful not to launch an empty fighter!

How to repair a fighter

So, if the pilots were lucky enough to not die, their fighters will most likely be very damaged. Luckily, repairing a fighter is not that complicated. Basically, a fighter can take two types of damage: hull and armor damage. To repair hull damage you have to hit the fighter with a lit welder. To repair armor damage you will have to enable maintenance mode by swiping your ID on the fighter. Then hop in, scroll down to the bottom of the Control Panel, and eject the armor plating. That plating is damaged, and not very useful. Instead, you will have to look around the ship to find a replacement one, then put it onto the fighter. Simple as that.

How to refuel a fighter

Just find a tank of Tyrosene, get the fuel hose out, and click it onto the fighter.


That covers most of what you will have to do. For any other fighter related questions, take a look at the Guide to Fighters.

Syndicate Technician[edit | edit source]

Syndicate Technician
SyndicateTechnician.png
"Don't touch that dial!!"
Information
AccessSyndicate, Syndicate Engineering
Additional AccessN/A
DifficultyMedium
SupervisorsCaptain, Strategist, The Syndicate
DutiesKeep the reactor running, cause chernobyl 52, tell the Captain yelling "It just works" won't repair the hull.
GuidesGuide to the Stormfrive;Guide to Munitions;Guide to Ship Superstructure and Armor

The Syndicate Technicians are the engineers and Munitions Technicians of the ship. It is their responsibility to start the reactor and keep the ship powered. They are also the ones who operate the ship's weapons and yell at the Requisitions Officer for not buying enough torp parts.

Munitions[edit | edit source]

The first part of your job is to load the weaponry. Altough each weapon is different, they are quiet easy once you learnt them.
The NACs are massive cannons, consisting of a multitile base and a weapon frame, on the upper deck. To fire, they must have some propellant (mostly gunpowder bags) and a round (or cannonshot) inserted. Here is how you can load them:

  • Insert powder bags to the Powder Loading Gate
  • Click "Load Powder" on the console.
    • Note: These steps can be repeated any number of times. The more powder, the faster will be the shot.
  • Arm the projectile wit a multitool.
  • Click and drag the projectile into the Payload Gate
  • Click "Load Shot" and "Chamber Shot" on the console

The Torpedo Tubes are much simpler to load:

  • Drag a torpedo next to the tube on a Munitions Trolley
  • Click and drag the torpedo to the Tube
  • Click "Payload Loaded" and "Payload Chambered" on the nearby Munitions Computer

The VLS tubes can be reloaded simply by:

  • Put two missles on top of them, which will then fall into the tube
  • Click "Payload Loaded" and "Payload Chambered" on the nearby Munitions Computer

The Point Defense Cannons are quiet fast too:

  • Go to the loading rack and load a box of PDC ammo.

Altough not a weapon itself, you should also know how to utilise the Missle Factory. It is the shorter conveyor belt, surrended by the autowrenches and autowelders and such.

  • Go to the machines painted red, named "Part Applicator"
  • Add in the parts of the ordenance you want to make
    • The main difference between Torpedos and Missles is that Torpedos use Torpedo warhead, while Missles use Standard guided munitions warheads and that they have different prebuilt frames
    • Pay attention to add the parts in in the right order. The fist machine should have the Propulsion systems, then the second the Guidance, then the IFF cards and then the Warheads
    • If you mess something up, just use your ID on the machines to empty them
  • Once all avaible parts are insterted, place the prebuilt frames on the first conveyor belt, and start the belt using the nearby switch.


Engineering[edit | edit source]

The second part of your job is managing the power on the ship. This is - of course - not an easy job, but most of the time you will have a more experienced engineer to look up to. This job also includes spooling the FTL drive, and magaing the Armor pumps.

Setting up the reactor
StormdriveOn.gifThis here is the Stormdrive. It is an advanced nuclear reactor, utilising plasma and magnetic constriction. You need to pump in gases which are then used to generate power. The reactor then pushes Nucleium out on the other side. Now - just like any other engine - it is a bit more complicated. Complicated enough that I don't have enough space to describe it here. However, there is a guide for it

Setting the Armor Pumps
Armourpump.png
These are the Armor Plating Nano-repair Pumps, one for each quadrant of the ship armor. They are linked to a Well in the middle, which manages the resources and power used to repair the ship. They require a lot of power, around 1 MW, and even more resources, so you better get the Miners ready.
Setting them up goes like this:

  • Insert as many resources as possible into the Well
  • Set which material you want to use for repairing.
    • Their quality improves logically, so Ferrotitanium is worse than Duranium for example
    • You cant change this after starting the Well without shutting them down, so be careful
  • Set the power intake to as high as you can.
    • The Armor pumps at maximum can eat 1 MW, which - if all goes well - shouldn't be hard for a Stormdrive to achive. So you can just max the bar and be done with it.
  • If all is ready, press RR processing so it turns green.
  • Now go to the Armour pumps, and configure them so that they repair the armor and hull
    • The Well only has 100% of capacity, which is shared across all the Pumps. So if you would set all the Pumps to 25% hull and 25% armor, they would require 200% capacity from the Well. This is sustainable for a short amount of time, but not for long.
    • From the above point, if you dont want to micro-manage the pumps during battle, just set them to a good balanced percentage, like 18% armor and 7% hull.


Spooling the FTL

FTL drive.png


Do I really have to tell you this? Oh well. Do not worry, it is veeery easy. Just go to the FTL drive, click on the little dial in the middle and put in a number greater than 0. Then just leave it be. Do this as fast as possible after every jump, and the Bridge Staff will like you.



Bridge Staff[edit | edit source]

Syndicate Bridge Staff
SyndicateBridgeOfficer.png
"Spool the FTL!"
Information
AccessSyndicate, Syndicate Heads
Additional AccessN/A
DifficultyMedium
SupervisorsCaptain, Strategist, The Syndicate
RankMissing (???)
DutiesPilot the main ship, ask the cook to make more cake.
GuidesA crash course in FTL-ing;Guide to munitons;Guide to piloting the ship

Syndicate Bridge Staff have the same dynamic as normal Bridge Staff, just for the Syndicate ship. They pilot it using the Helm Computer and man the guns using the Tactical Console.

For anyone wishing to control the ship, take a look here, or take a glance at this short rundown.

  • The Helm console:
    • W and S control the thrust
    • A and D can turn the ship left and right, altough slowly.
    • C toggles laser guided movement. If it is on, the ship will follow your mouse cursor. If it is off, the ship will follow an arrow, which is visible on top of the sprite. This arrow can be rotated with Q and E
    • Shift gives you a short boost.
    • Alt toggles the handbrakes
    • X toggles inertia assistance. This slows down the ship, when W is not held down.
    • Left clicking fires Point Defense Cannons. The Tac console can do this too.
  • The TAC console
    • Space switches which weapon you are using
    • Click anywhere to fire the currently selected weapon
  • Your weapons include
    • Naval Artillery cannons, which can fire devastating projectiles, but their ammo are costly and hard to properly handle
    • Torpedo tubes fire projectiles that track after enemies, but can be easily shot down
    • PDCs fire many small bullets, which can be used to take out Torpedos and Fighters. The Helm console can do this too

Tips:

  • Your ship is faster and smaller than the NSV. Use this to your advantage
  • Your ship has a Stealth Field, which is capable of making the ship nigh-invisible.(Unless they removed it when updating to Newnitions)
  • Using the above two, you are more that capable of doing hit-and-runs.
  • One dirty trick is jumping to the system with the NSV in it, then stalling for long enough to activate the Lighthouse Beacon.
  • Always coordinate with the Strategist and the Captain. It is their job to make you the best strategy to follow.

Syndicate Line Cook[edit | edit source]

Syndicate Line Cook
SyndicateCook.png
"A healthy breakfast is the most important step in winning a war."
Information
AccessSyndicate
Additional AccessN/A
DifficultyEasy
SupervisorsCaptain, The Syndicate
DutiesFeed the crew, kill boarders with you knife, be just a bit less useless than the clown
GuidesGuide to food; Guide to drinks; Guide to hydroponics

Arguably the most important piece of an army's supply system is their food supply. No, you can't just eat all the junk food in the vendors! So, the Line Cook position is one that is quite important, but also quite clear. You feed the syndicate crew!

Because you are alone in this job, you will have a much larger area to work with, but this also means much more work to do! You will get free reign over the Kitchen, the Bar and Botany. So you will have the machines and the equipment to make just about any fancy dishes you wish.

Hell's kitchen in space

Cooking is the bigger half of your job. Cooking in SS13 is basically throwing the ingredients beneath you, then scrolling through the crafting menu to see what you can make. Okay, it is a bit complicated than that. As a general tip, you should at first look at the Guide to food, and select some fancy dish you want to make. Then scroll back through all the ingredients needed. Most commonly, you will start by making some dough, or cake batter, or butter in a beaker. Then you need to grab your knifes and rolling pins to flatten, cut, slice and microwave your way to some pizza. Making food can be a long and tedious process, so make something that the crew can eat for a long time, like a massive burger with seventy secret ingridients, or a wide pizza.

Either this, or you can deepfry everything.

The Syndiecat

The bar will most likely be visited more often than the kitchen. Lucky for you, making drinks is waaay easier than cooking. All you have to do is put a drink into the booze or soda dispenser, and add all the parts with the required ratios and wait 'til it begins bubbling. If you don't have time to stand around the counter waiting for people, or you don't want to search up the Guide to drinks every time someone requests some special snowflake drink, you can just mass produce some easy drink, put it on the counter, than go away to do the actually interesting parts of your job.

The chilleeest part of your job

Botany is the last, but arguably the deepest part of your job. Depending on your expertise with plants, you can either grow useful crops to use in your kitchen, or create weapons of mass - and painful - destruction. Whichever approach you choose, growing plants is about the same. You put the seed in a tray, supply it with water and nutrition, clear out the weeds, then harvest it.

The big part of botany is hidden in plant traits. These traits define how swiftly the plant grows, how many fruits it yields, and - the most important part - what reagents they produce. These regeants can range from useful to quite powerful and deadly. And if this was not enough, you can take the seed of any plant, pop it into the DNA manipulator, and extract or insert any desired traits. This means that you can mess around enough to create wheat that grows taller then buildings, yields 50 million seeds on harvest, and brings you back from the dead.

SyndiClown[edit | edit source]

Syndicate Clown
Syndiclown.png
"You're all stupid. See they're gonna be looking for army guys."
Information
AccessSyndicate
Additional AccessN/A
DifficultyEasy
SupervisorsCaptain, Strategist, Marine Sergeant, The Syndicate
DutiesLaugh at the crew Make the crew laugh, be the ultimate boarder.

Honk!

A happy crew is a productive crew. And you are here to ensure that? Well, kind of. Your job is mainly to entertain the syndicate crew, most often by shittalking the enemy on radio until you accidentally release confidental information, pulling off hillarious pranks involving nuclear torpedos and slipping all the NT boarders.

Okay, let's be honest. Clown is not a job that can be defined easily. Everyone has a different sense of humor. As such, I cannot tell you what pranks to pull, what jokes to say. Just take it easy, talk a lot and you will be fine.












Autofill[edit | edit source]

Syndicate Trooper
Generic nukesyndie.png
"Agent designated HUN-896 reporting for duty, sir!"
Information
AccessSyndicate
Additional AccessN/A
DifficultyMedium to Hard
SupervisorsCaptain, Strategist, Marine Sergeant, CAG, The Syndicate
DutiesDo the things nobody bothered to, board the NSV and die immediately, take off in a fighter and ram into your own allies

This is the role that the game will put you in if you leave your preference on Autofill and all the other job slots are filled. So be lucky that you even got to be a syndie!
If all other jobs are filled up, you will have a choice between two jobs: either going boarding, or battling in a fighter.

Taking off in a fighter

  1. Make sure that your fighter is loaded with ammo and fuel. If it is not, ask the CAG, or do it yourself.
  2. Jump in the fighter, and position yourself towards space, preferrably on a Magcat
  3. Turn on the Battery, the Fuel Injector and the APU. Then wait until the RPM gauge fills up, and turn on the Ignition.
    1. You should probably ask the CAG to launch you at this time.
  4. Once in space, press C until your fighter starts following your mouse.
  5. Move with WASD, switch weapons with Space and click to fire your guns.

For any more questions, look to the Guide to Fighters.

Boarding the enemy ship

So, you got called to the Armory, and Command told you that you are going on a journey. Please, let it be a normal day trip! With the Marine Sergeant? No way!

Yes, you will go and board the NSV. Your Marine Sergeant most likely has a plan, so you will only have to focus on two things. One: following the plan and two: staying alive.

You will most likely get your fancy equipment from the Requisitions Officer. This equipment will be around the same as the one Nukies get. Then find your Segeant, and get onto the ship with him. Don't worry, he will have a good plan. Once you get on board, always coordinate with your team. You have your very own encrypted radio channel.Some other useful practices to consider are:

  • Steal medkits from medbay for obvious reasons.
  • Steal a radio encryption key from a killed enemy. You do not always get universal encryption keys, so getting more acces on your headset is not easy. Be aware that your headset can only hold two keys. You can remove keys from headsets with a screwdriver.
  • If you end up using a weapon that is not Syndicate exclusive - a traditional shotgun or a security autorifle - you can break into the brig to print or steal more ammo.
  • Going guns blazing is not always the best way. Remember, the enemy knows that you are coming. As such, using a chameleon kit and an agent ID card can go a long way, especially if you plan on sabotaging.

Tips[edit | edit source]

This gamemode is rare and changes often, so expect more tips to be added as time goes by.

  • The Syndicate is Pirating Nanotrasen's research, and vice versa. Both parties will have access to the same researched techs!
  • You can build cyborgs using MMIs or Posibrains, just be sure to emag them quickly, so they are under your command.
  • If you intend on building an AI, know that usually they are not allowed to interfere with the other ship. Ahelp to make sure.

Nanotrasen[edit | edit source]

So you're part of the Nanotrasen crew and Whiterapids has given your ship the all-clear to wipe out the syndicate. This means your ship will be assisted by Nanotrasen fleets during the game as you will be the agressors of the conflict this time (in contrary to the normal gamemode where the Syndicate are attacking Nanotrasen).

Command[edit | edit source]

When playing as the Commanding Officer (Captain, Executive Officer or other heads of Staff) of the NSV you will have to command the ship to the best of your ability, as one could expect. Though some measures may need to be taken to ensure the ship is ready for combat as soon as possible. As stated before you are now in control of the attacking faction and because of this it is recommended to take more aggressive actions, such as leaving for combat early and promoting non-essential personnel to more supportive jobs.

Tips[edit | edit source]

This gamemode is rare and changes often, so expect more tips to be added as time goes by.

  • Turn off teleporter beacons.
  • Use your Security Officer wisely. Position them in crucial areas, such as the CIC or Engineering.
  • If you can help it, use a more stable, harder to sabotage Engine mix.
  • Use the Defense Budget on actually useful things for Security, such as SWAT Armor and guns
  • Shoot down any Syndicate Fighter you see coming suspicously close to your ship.
  • It may not be a bad idea to arm a few crew members in every department, even if just lightly.
  • Bring a teleporter beacon onto the enemy ship and teleport in.
  • The simplest way of defeating the syndies is superior firepower.
  • If you kill a syndie, steal his headset and listen into their comms. But be careful when looting, they may have a microbomb implant.


Jobs on

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

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