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==But First, You Must Learn How to Crawl== [[File:Syndie.png|300px|thumb|alt=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:''' # '''Plan''' the attack (how to get the nuke disk and arm the nuke). # '''Order''' items and arm yourself to the teeth. # '''Infiltrate''' from the Mothership or make your presence known with an assault pod # '''Destroy''' ===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. 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=== 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=== '''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 <s>teleportation</s> CRASH AND BURN BABY, STEEL RAIN! * Split up or stick together? * Oldskool-style: Get the disk, return to ship, arm the nuke and drag it to the station. * More-risky-style: Haul the nuke first to the station, 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 station, unleash a locker full of syndies when the crew least expects it! ===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. You don't need to upload all of your telecrystals to the pool- everyone starts with an equal amount of telecrystals and if the leader presses evenly distribute, then everyone will get an equal amount. However, if the leader wants to buy a mech or expensive item, it might be a good idea to donate some. [[File:Team telecrystal management console.png]] '''Team Telecrystal Management Console''' can then take its telecrystal pool and distribute it among the hooked Uplink Stations. 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 25 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. Why would you give away your crystals? Giving your crystals to your team leader will allow him to save up and buy some 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, powersink or stolen high-ranking ID 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. The chameleon kit is wonderful for sneaking in, especially with some ''proper'' documentation. Bombs are great in the right hands. Energy swords, especially if you make double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots. ===Equipment=== [[File:Nuke shuttle.png|thumb|400px|The fuck is this pic supposed to be?<br>Green: Tools<br>Blue: Explosives (Syndicate bombs, C-4 and Syndie Minibombs)<br>Purple: Your blood-red hardsuits<br>Yellow: Medical equipment and surgery<br>Red: Your nuke. Detonate this.]] Pick out what you need from the armory closet in the '''Equipment Room''' as well as your Syndicate Uplink. The armory closet contains: * Jet Harness filled with oxygen (This fits inside your backpack, so you can wear your backpack inside the station.) * 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 station. # Get out of your armor and put on the dark red space suit, if you haven't bought an elite/shielded hardsuit. # Take your backpack off. # Place your internals on, you can use the jet pack as an oxygen tank, and place the jet pack on your back. # Take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the 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 -- '''Free'''. Standard-issue sidearm. 8 Rounds, 30 brute per shot. This is a mediocre primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. ''Isn't implant-locked like your other firearms!'' *[[File:Bulldog.png]] Bulldog Shotgun -- '''8 telecrystals'''. Close combat shotgun. 8 Shells drum fed, semi-automatic. Three ammo types. Great for close encounters. *[[File:C20r.png]] C20r SMG -- '''10 telecrystals.''' Close Combat SMG. 24 rounds, 30 brute per shot. Popular among nuke ops, comes with two round burst for maximum damage. Great versatility. *[[File:L6machinegun.png]] L6 SAW -- '''18 telecrystals'''. Light Machinegun. 50 rounds, 45 brute per shot. Very powerful weapon, capable of critting most targets in a single burst. Very unwieldy however, needs both hands free to fire, cannot fit in any storage slot and must be carried at all times. *[[File:Sniper.png]] Sniper -- '''16 telecrystals'''. Specialist weapon for the profession, or insane. Long range sniper rifle. 6 rounds, default magazine deals 70 damage per bullet. Comes with a array of alternative ammo for a wide range of scenarios. The sniper is a very unwieldy weapon and is usually passed over. *[[File:Sword.gif]] Energy Sword -- '''8 telecrystals'''. Close combat weapon. 30 brute per hit. When double-bladed, can block taser shots. Best if double-bladed, if used as a sidearm or if you are very robust in melee. Good for conserving ammo, but RNG deflection could end your career. [[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. 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]]. 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.
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