Syndicate guide
REASON: Slightly updated, but improperly capitalised duplicate of Syndicate Guide. The few edits here has been moved. Pages linking here will be revised in time.
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Nuclear Agent
Superiors: The Syndicate
Difficulty: Very Hard
Guides: This is the guide, The Eight Tenets of Nuclear Operating
Access: Any place an e-mag or a block of C4 will open
Duties: Get the nuclear disk, set the crew up the bomb. Ha ha ha.
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 enemy of this corporation! That's right, you are going to Space Station 13.
A team of two to five Syndicate Nuclear Agents have been sent on a mission to completely destroy the station with a nuclear bomb. However, they must get the Nuclear Authentication Disk from the station itself in order to arm the bomb. The operatives have access to the same items traitors get in order to complete their mission, as well as pinpointers that will allow them to hunt for the disk.
Game Ending Conditions: If the Nuclear Fission Device explodes. Or if the emergency shuttle leaves.
Your Objectives
- 1. Retrieve the Nuclear Authentication Disk
- 2. Arm the Nuclear Fission Explosive inside Space Station 13
- 3. Escape alive on the Syndicate Shuttle
Gearing Up
Before you start your assault, you must equip and prepare yourself. Take the time to discuss strategy with your squad mates. The check list is as follows: Nuke Code, Space suit locker, Equipment locker, ordering items. Once you have done this, you will proceed.
The Nuclear Code
The very first thing you should do is memorize the Nuclear code! This changes every time the syndicate agents are created on their shuttle. How to make sure you memorize it is simple. Simply type Note in the chat bar (without having say before it) and type the code in.
Suiting Up
You must now equip yourself for space travel so you can invade the station. First, get out of your armour and put on the red space suit. Second, take your backpack off (drag it onto your hand). Third, put your internals on, using the jet pack as an oxygen tank, and placing the jet pack on your back. Fourth, 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 and into your lungs, look into the insulated glove room, remove your gloves and swap them out for a yellow set. Do not mess with the bombs' devices unless you are already advanced at bomb handling.
You are now completely outfitted, check the inside of your backpack and throw out what you will not use. This will be handy for the next stage of equipping yourself. Equipping yourself with weapons.
Standard Equipment
In this next step, pick out what you need from the gun and equipment locker. Your SMG is a powerful weapon and can take multiple people hostage at once, but it needs a lot of bullets, can't shoot through glass too well, and has terrible melee damage. This is your primary fire arm, and primary close combat weapon. Don't lose it.
The energy guns (there are three) in the locker will shoot through window while in kill mode, and can stun people like a taser. These can only hold one person hostage at a time, but are fairly damaging and have a decent amount of shots.
The military PDA is important, and is used if you want to escape after you set the nuke.
The most important piece of equipment are the pin pointers. These point to the nuclear authorization disk, which you MUST HAVE in order to detonate the nuke. Take this if you want any chance at finding that disk
Syndicate Uplink
The Syndicate Uplink Radio will in the locker. Your team will need to decide what would be best for your plan. You can either give each other a number of crystals to use, or have one person distribute equipment.
Agent ID's are useful for disguises, but only have maintenance access. A Emag card may be a worthwhile purchase if don't manage to sneak into a position on board the station.
Voice changers are useful tools for stealthy nuke teams, along with chameleon jumpsuits.
Bomb can be useful when used tactically, energy crossbows make decent side arms, energy swords aren't too great, mainly due to lack of range.
The power sink is a useful distraction and allows you access to anywhere as long as you have a crowbar.
Now you're geared up and ready to go. Time to head out.
The Assault
You are equipped and armed with the best equipment the Syndicate can provide you with. Actually completing your objective is another story.
Getting There
The syndicate shuttle is NOT in proximity of the station when the nuke team is first sent out. One of the agents must use the control computer to move the shuttle into close proximity to the station.
Next, you must use the blast doors to exit the shuttle. 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.
Roger Wilco, This is Charlie OVER
You have a special head set frequency, set in an encrypted wave length. This is how you will, and must communicate with your team. Communicate pass words, safe words, the nuclear code, and attack plans on this channel early, there is no telling who might get the head set 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.
Passwords are only useful if you have a door guard in the shuttle, or some one with the Military PDA. Make it as you want, said over the syndicate frequency.
VERY IMPORTANT THINGS TO KNOW
All of your fellow agents will have a big red S by their head, so you know not to attack them while in disguise. Be very careful when you see this S, as you don't want to kill your fellow agents on accident.
GET DAT FUKKEN DISK
You need this disk, but as it could be guarded by Captain, Head of Security, or 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 shuttle, make sure your team knows you got the disk, and to defend the shuttle and throw off anyone chasing you. There will be the nuke, now follow these guidelines in order:
- Quickly right click it and make it deployable.
- 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 shuttle.
- If any other nuke agents are alive, give them a moment to get to the shuttle.
- Once you and your buddies are loaded in the shuttle, get out of there.
IMPORTANT: Remember that the nuke is required to be IN the station. Detonating it on the Solars or the Toxins Test Chamber will prevent you from winning.
Mission Debriefing
- If the 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 Bomb detonates in the station successfully and the syndicate shuttle escapes, the Syndicate wins a Major Victory.
- If the Bomb detonates in the station successfully but no syndicates manage to escape, no-one wins.
- If the Bomb detonates in an area that is not part of the station, no-one wins.
Tips
- Subvert or destroy the AI first. It can give you away.
- Voice-changers are no good if everyone can see you wearing the gas mask when you shouldn't have one.
- If the shuttle can't be called, 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.