Difference between revisions of "User:Sirryan2002"

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|difficulty = Very Hard
|difficulty = Very Hard
|superior = The Syndicate
|superior = The Syndicate
|duties = Get the nuclear disk, set the crew up the bomb. Ha ha ha.
|duties = GET DAT FUKKEN DISK, Arm the nuke, Blow up the station.
|guides = This is the guide
|guides = This is the guide
}}
}}

Revision as of 22:54, 28 March 2021

Wise words at the bottom of this page

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User:Sirryan2002/WikiGuide
User:Sirryan2002/TemplateTest
User:Sirryan2002/WikiStandards

Links to other important shit I've created

Project:Maintenance Panel



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ANTAGONIST

Nukies.gif
Nuclear Agent

Superiors: The Syndicate
Difficulty: Very Hard
Guides: This is the guide
Access: Any place an e-mag or a block of C4 will open
Duties: GET DAT FUKKEN DISK, Arm the nuke, Blow up the station.


Antagonist


You have chosen, or been chosen to be one of the few, the strong, the Elite. Your Mission, whether or not you choose to accept it will be to destroy the most advanced research facility of the dastard Nanotrasen Corporation! That's right, you are going to the NSS Cyberiad.

Your Objectives

  1. Retrieve the Nuclear Authentication Disk
  2. Arm the Nuclear Fission Explosive inside the NSS Cyberiad
  3. Escape alive on the Syndicate Shuttle

Home Base

Upon starting the round, you and your fellow operatives will find yourself in a Syndicate Hideout. You will only be able to access the small part dedicated to the Nuclear team. It has the main meeting room, a locker room, and a hallway leading to the Syndicate Nuclear Shuttle. It is important to take a look around the base because it has important items that can assist you with accomplishing your objectives

All nuclear operatives start with a tactical turtleneck, combat gloves, a headset with a Syndicate encryption key, a pinpointer locked to the nuclear disk's location, a stechkin pistol and a backpack with a cyanide pill and radio uplink in it.

The radio uplink is like an unlocked Syndicate PDA - it can order most traitor items and much, much more! Simply use the radio in your active hand to open the uplink. You can communicate with your fellow operatives by using :t

Items Available From Inside the Base

Item Description
Military Belt
Militarybelt.png
A belt that can hold Grenades, Weapons, Ammo, etc. A Must-Have Item
Night Vision Goggles
NightVision.png
Goggles that will allow you to see in the dark. Use the darkness to your advantage!
Ion Rifle
File:Ion Rifle.png
Useful against anything electric including IPCs, Borgs, and Energy Weapons. Will EMP anything it hits so be careful where you fire it.
YouTool Vendor
File:YouTool.png
Dispenses any tool you may need. Effect incase explosive or Emags will be too loud for your operation.
PAI
PAImobile.gif
A virtual friend that you can bring along with you on your journey. Alternatively the PAI may be able to share some wisdom with you.
Big Red Button
BigRedButton.png
Not just for show! Pressing this button will immediately detonate any active Syndicate Bomb.
Soap
SyndicateSoap.png
For slipping those pesky crew members.

The Nuclear Shuttle

NuclearShuttle.png

This is your lifeboat for completing your objectives. It is fully stocked with most of the equipment you will need outside of your uplink and home base. In the bottom left of the shuttle is a fully stocked medbay with Syndicate Sleepers and surgery equipment. Additionally there are borg rechargers and an O2 Tank. To the right of that is a basic engineering area with explosives, Assemblies, and some tools. Just above that is the airlock which will let you in and out of the shuttle. And to the left of the airlock is the EVA area with Syndie hardsuits, Internals, and a locker stocked with Bulldog Shotguns. At the very top is the bridge with consoles for placing yourself wherever you need to be.

The shuttle comes with rudimentary defense turrets on the outside. However, the best way to keep out intruders is to keep the shutters on the bridge shut and the blast door in the airlock closed.

Items Available From Inside the Shuttle

Item Description
Blood-Red Hardsuit
Militarybelt.png
The signature armor of nuke ops. It protects well against bullets and lasers. It comes with a built-in jetpack allowing you to fly in space using the suit's internals.
Bulldog Shotgun
GunBulldog.png
Bulldog Shotgun - A handy semi-automatic shotgun that comes loaded with slug shells by default, which will deal a whopping 60 damage on hit. However there's no spare ammo for it lying around, so you'll need to buy more magazines through your uplink.
Suspicious Toolbox
SyndicateToolbox.png
It's like a standard blue toolbox, but more sinister looking, lacks an analyzer, but has a multitool and an extra pair of combat gloves instead.
Suspicious Beacon
Tracking beacon.png
Spawns a Syndicate Bomb (makes a big hole), which can be detonated early with the big red button.
Intellicard
IntelliCard.png
Real men not only blow up the entire station, but steal the AI as well.
Military PDA
File:MilitaryPDA.png
Comes with a detomatix cartridge, and can open and close your shuttle's blast doors.
Compact Oxygen Jetpack
Jet Pack.png
Can be used for internals and allows you to freely fly in space rather than float in one single direction.
Various Medical Supplies
Syndikit.png
Medical kits, spare prosphetic limbs, a syndicate sleeper, bone repair kit and various medical kits. Handy for healing injuries both on and off the ship.
Omnizine Donk Pockets
DonksBox.png
Donks filled with meth and stimulants. Eating more than one at a time WILL KILL YOU! Be careful.
Box of Flashbangs
Flashbang.png
Fill up free space on your military belt with one or two of these. Works great against regular crew, but security and some command staff will likely have protection against these.
Box of Tear Gas Grenades
Grenade.png
Useful against people not wearing masks, which is... very few people.
C4
C4.gif
Use it to blow open a wall or an airlock that you can't get past quickly enough otherwise.
Surgery duffelbag
DuffleSyndiMed.png
Fully stocked with surgery equipment, useful if you don't have a mediborg.

Assault Pod

For 20 Telecrystals, you can purchase the Assault Pod. It is located directly east of the home base. Once purchased, you can use it to drop into any location on the Cyberiad. It has 8 turrets, 2 for each corner. It's a good tool for it you wish to go loud and storm the disk ASAP. However, it is a one-use one-way trip. Make sure that one operative stays behind to pilot the shuttle.

Preparation

Upon spawning in, one operative is designated as the leader - they should be the one to decide what kind of approach the team should take in getting the nuclear disk, as well as spawning with the war declaration device.

The very first thing you should do is memorize the nuclear code! The code will be on a piece of paper in the base, as well as being given directly to the leader in their own notes at the start of the round. DO NOT FORGET IT, write it down if you have to.

Planning

Before you drown yourself in guns, bombs and ammo, you should make up and discuss a plan with your fellow operatives. The first thing to decide is whether to go in guns blazing, or take a more stealthy approach. Both have their pros and cons.

If you choose to go the stealthy approach, you will be stuck with the TC you get a round-start. However, you will have the element of suprise/stealth and you can choose to assault the station at whatever point you want to.

If you choose to go guns blazing. Your leader should "declare war" with the war declaration device. You will get a huge boost in Telecrystals which will allow you to buy some very very powerful equipment.

Equipment

Once Again, you should take a look around for what equipment is already available. Then you should format a plan, once you have done both of those you can start purchasing what equipment you need

All equipment you can purchase is shown in Syndicate Items and Nuclear Agent Items


Recommended Equipment

The unique guns available to nuke ops are very nice, but you'll want to ensure you buy some of the less exciting items as well to ensure a successful mission. The following is a list of items useful in any plan that you'll want to consider in your loadout:

AdrenalImp.png Adrenal Implant (8TC) / AutoImplanter.png CNS Rebooter (12TC) - Both of these work well in combating or preventing stuns - which will render you helpless. The adrenals can be used to recover from a stun instantly but have limited uses, whereas the CNS rebooter only shortens stun times but cannot be disabled or run out of uses.

Emag.png E-Mag (6TC) / AccessTuner.gif Access Tuner (6TC) - You won't have access to anywhere but maintenance when you board, being able to force open doors is highly useful in getting to the disk's location. The Access Tuner takes longer to work, but can also unbolt any doors the AI has locked you out of.

Syndikit.png Combat Medic Kit (7TC) - Much cheaper than the medbeam gun with the bonus of being usable on yourself. The compact defib also doubles as an instant-stun melee weapon when used on Harm intent.

Syndi Magboots.png Blood-Red Magboots (2TC) / SyndicateShoes.png Chameleon No-Slips (4TC) - Prevents issues with atmos forcing you into space, as well as preventing slips from water or banana peels alike. The magboots are cheaper but need to be on for protection, slow you down and are extremely obvious. The no-slips have no speed penalty and work well for stealth at a higher price.

DuffleSyndiShotgun.png Additional Ammo (TC Varies) - Self-explanatory, but you'll want to make sure you have enough clips to deal with whatever plan you're going for. Assuming of course the plan calls for a gun in the first place.

Diamond drill.png Diamond-Tipped Drill (1TC) - You should save 1TC on your uplink in the event you need to use this rather than buying it beforehand. Makes getting into the safe relatively stress-free compared to having to raid medical for a stethoscope and read up on how to crack it while in a firefight.

Reinforcements

As part of your uplink, you have the option to call in reinforcements. These can come in the form of more (organic) operatives or specialized syndicate borgs. This can be super helpful if you want more manpower. Additionally have the borgs can provide critical support to keeping you alive longer and otherwise making breaching the station easier.

When you purchase these reinforcements they will be pulled from the pool of Ghosts observing the round. So it's a roll of the dice as to how robust your reinforcements may be. For more information an TC costs, see Support Items

Available Reinforcements

Item Description
Syndicate Reinforcement
Syndie.gif
Teleports in another nuclear operative to add to your team. They come equipped with only basic equipment, so make sure you set aside spare telecrystals to buy them some gear.
Syndicate Assault Cyborg
Syndiborg.png
A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. The combat borg module has more than enough fire power to eliminate most enemies, including a 6 round grenade launcher, a single-shot heavy machine gun and an energy sword. It also comes with an emag and crowbar to force open doors it cannot interface with and an operative pinpointer to prevent it from getting separated from other operatives.
Syndicate Medical Cyborg
File:Syndimedborg.png
A cyborg designed and programmed for keeping syndicate operatives alive in the field. It comes with a medbeam gun that works the same way as the handheld version operatives can buy as well as a hypospray loaded with extremely strong healing nanites, which will quickly heal even the worst injuries. It can keep other syndicate cyborgs alive with nanopaste and features an entire set of surgical equipment should emergency surgery become a necessity. It also comes with an energy saw for close range combat, an emag and crowbar to force open doors it cannot interface with and an operative pinpointer to prevent it from getting separated from other operatives.
Syndicate Saboteur Cyborg
File:Syndisaboborg.png
A cyborg designed and programmed for hiding on board NT stations and sabotaging their equipment. It comes with all the standard engineering tools you can find on any NT engineering borg as well as a special chameleon disguise module that lets it look just like an engineering cyborg when used. If it needs to defend itself or assassinate a target it can use an energy sword like that of the combat cyborg. It also comes with an emag and crowbar to force open doors it cannot interface with and an operative pinpointer to prevent it from getting separated from other operatives.

Assaulting

For that to work, you need a good insertion point. Possible choices that actually work:

  • Cargo. Cargo, especially disposals, is sometimes deserted, and close enough to the bridge with not too many airlocks. Beware of disposal units and file cabinets.
  • Incinerator. The incinerator has no camera and air alarm, so you can breach it without the AI noticing. You don't even have to use C4, you can just disassemble the window.
  • Armory/Permabrig. Done by some nuclear teams, but rarely has a happy end. The upside is that you can space most of the armory's content before security becomes aware of your existence. The downside is a metric fuckton of airlocks that can be bolted by the AI and the proximity of security forces - remember to never underestimate those tasers.
  • Telecomms. Usually not a good idea. Most teams go to telecomms so sabotage the equipment there, and to use the teleporter to breach the station - either through the teleporter room or to the bridge. Remember, if you teleport to the bridge, watch out for energy guns and laser guns on the sides - their shots always go through the windows, bullets don't.
  • Your shuttle's teleporter. If you choose to spend 20 telecrystals to complete the teleporter, you can use it like a regular releporter. Usually yields the same results as a telecomms strategy.
  • Your base's Assault Pod. Unless if you want one of your operatives to stay in the shuttle and prepare the nuke and evac, there is no stealth in this strategy. But on the bright side, it has 8 machine guns and it's heavily protected, giving your team lots of cover. Pretty much the same way how the Telecomms strategy works. Be prepared for a one way out once you got the disk.
  • It's a fair warning with all of these approaches excluding the teleporter and the assault pod that you will have to breach from space, and should be wary of having glass shards slam into your chest until it breaks your ribs. Never stand directly in front of a window you're opening.

Whatever you do though, the key to success of all plans is good teamwork.



Key Targets

Surviving

Arming the Nuclear Warhead

CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield Officer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft MinerExplorer
JanitorChefBartenderBotanistClownMimeChaplainLibrarian
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianLavaland EliteMindflayerMorphNuclear AgentPulse DemonRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderTraitorVampireWizardXenomorphZombie
Central Command OfficerDeath CommandoEmergency Response TeamHighlanderTradersSpecial Event RolesSuper HeroesSyndicate Infiltration TeamCluwne