Please be aware of the special guidelines regarding this facility.
The Syndicate Battlecruiser Cairngorm is where Nuclear Operatives spawn during Nuclear mode rounds. While we can't tell you what a battlecruiser actually is in this universe, we can tell you it contains all sorts of weapons and supplies for the Nuclear Operatives to use. We can also tell you that, despite all appearances, this ship can't actually move.
Nuclear Operatives can exit this ship by taking one of the SyndiPutts/SyndiPods/syndicate minisubs in the hangar or by using a syndie tele remote while standing over the telepad in the center of the ship, which will teleport them to the Listening Post.
While there's a couple ways for crew and Syndicate operatives to enter said Listening Post, both with and without using/obtaining an Agent ID, the only way to (re-)enter this ship is to use a syndie tele remote while standing on the Listening Post's telepad. Nuclear Operatives get a remote for free when they spawn, but regular crew members need to be more... creative to obtain one.
Speaking of which, if you do somehow manage to board this ship when it's not a Nuclear round, the nuclear bomb, some thermite charges, and a couple of gear closets will be missing. The other stuff here, such as the RPG, will still be around.
Most of the cruiser is also a sanctuary zone, so players can't take or add things from/to each other's inventories, and melee and ranged attacks have no effect, though they still consume ammo/charge.
In-game, this is all treated as one area, but it can be split up into a couple of rooms, each with different contents:
The Rooms of the Syndicate Battlecruiser
Not a real cockpit, the ship can't move. But you can coordinate operations from here.
- A portable camera viewer and a few sec cams monitors for remote reconnaissance of the station.
- A sleepy pen.
- Not one, but two Syndicate Announcement computers, for evilly gloating to the crew.
- A phone. Why not ring the radio studio or some other place and re-enact Zero Wang?
- A tape recorder. Play it to learn about your mission!
Links up all the other rooms together with a lovely mountain range logo. Did you know what "Cairngorm" is a real word that describes a black-grey quartz?
- The star of the show, the nuclear bomb, smack dab in the middle of the logo like it deserves to be.
- A telepad. Use the Syndicate teleporter remote you started with while standing over it, and it'll take you to the corresponding pad in the Listening Post.
Weapons, explosives, and other equipment.
- A shooting range with clown bop bags, so you can safely try out your weapons...or indulge in your hatred of clowns. This area is not covered by the sanctuary zone, so your weapons will have full effect.
- Several red lockers with standard-issue red space suits and jetpacks.
- A gear closet standing alone above the other gear closets containing a PDA with a built-in Detomatix cartridge, a box of flashbangs, a box of handcuffs, and multiple green pinpointers.
- A crate of "nerve gas" grenades. Filled with sarin gas and very lethal. Try not to let one go off in your hand or immediate vicinity. Sarin poisoning can be cured by an injection of atropine, shots of which can be found underneath said grenades.
- On the two tables in the middle:
- Several rocket launchers. Will absolutely ruin someone's day if used correctly. Don't stand too close to what you're shooting at!
- Many breaching charges and land mines.
- A pile of stinger and frag grenades. Both explode in a burst of shrapnel, giving everyone in the blast radius nasty brute damage and lodging shrapnel in their chests, causing further brute damage.
- A flash/cell assembly for stunning people AND setting them on fire. But only once.
- On the table in the back:
- Pairs of night vision goggles.
fanny packsSyndicate Tactical Espionage Packs and utility belts
- Sunglasses and thermals.
- Lots of multiple green bomb pinpointers. Why not pick one up so you know where the nuclear bomb is at all times?
- Balaclavas for that "Russian Counter-Strike player" look. Hides your face, naturally, potentially aiding in a disguise.
Pods and putts for transporting operatives and the bomb, plus a storage room for miscellaneous crap.
- Two large Syndicate pods. They're heavily armored and seat two. Can be locked with a 4 digit keycode.
- Four Syndicate Miniputts. They seat one and are armored fairly well. Can be locked with a 4 digit keycode.
- Multiple twin-linked shotgun cannons and SEED modules on the table to upgrade the pods with.
- Two O2 canisters to top off your jetpack from.
- A blue crate of emergency oxygen tanks.
- Racks with extra red space suit sets and jetpacks
- A tank dispenser with more oxygen tanks.
- In the storage room below, a pair of bagpipes. Och laddie, can ye hear them calling?
Being a paramilitary farce is hard work.
- A snack machine with Discount Dan's, with a loose burrito for those too poor for even discount "food". Could be a fun poison for combat medics to use. There's money for it somewhere.
- A coffee machine with stamina-boosting coffee.
- A cigarette machine. Just like coffee, the nicotine in cigs is a mild stimulant too.
- An crimson couch for evil relaxation. Perhaps there's extra change behind the cushions?
Medicines and surgery and so forth.
- Two medical crate with several medkits.
- A table with bandages, blood bags, and reserve tanks of medicine.
- Two sleeper units.
- A medibot.
- A crate of with one set of standard arms and legs (run faster, rip apart handcuffs) and one set of treads (run ridiculously faster)
- Two operating tables and two trays, each a with suite of surgerical tools for installing said limbs.
No time to sleep, but time enough to put on some good clothes.
- An uniform manufacturer for making slightly less conspicuous jumpsuits and shoes, plus a rack of bedsheets to rip up for cotton.
- Closets with grey, black, and blue hats and jumpsuits, for looking less like lightly-armored paramilitary forces and more like lightly-armored paramilitary Staff Assistants in generic clothing.
- A monkey in a retro-looking red space suit named Von Braun. Keep your distance from him so he can't pick your pockets or shove you and take your weapon.
- If this does happen, pull said monkey near the tables of the firing range in the armory section. This will take them out of the sanctuary zone, allowing you to take it from their inventory.
- More closets with red space suits and jetpacks. So generous!
- A firefighting closet. Because the guy who takes the Firebrand crate will inevitably set his/her teammates on fire, and when that happens, you'll be glad you took the extinguisher from here.
- Two racks with yet more red space suits and jetpacks. It's like they really want to make sure you go out with a space suit and jetpack!
- A bathroom, with a washing machine nearby.
- A small SMES room with two furnaces and char. Not that this ship actually uses power.