Syndicate Battlecruiser: Difference between revisions
Studenterhue (talk | contribs) Update sleepy pen location: now it's in the commander's office |
Studenterhue (talk | contribs) m Text replacement - "Space Pod#Ballistic System" to "Space Pod#SPE-12 Ballistic System" |
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[[Nuclear Operative]]s can exit this ship by taking one of the [[Space Pod#Syndicate MiniPutt Armor|SyndiPutts]]/[[Space Pod#Red Heavy Pod Armor|SyndiPods]]/[[Space Pod#Syndicate Minisub|syndicate minisubs]] in the hangar or by using a [[Syndicate Items#Syndicate Teleporter Remote|syndie tele remote]] while standing over the telepad in the center of the ship, which will teleport them to the [[Listening Post]]. | [[Nuclear Operative]]s can exit this ship by taking one of the [[Space Pod#Syndicate MiniPutt Armor|SyndiPutts]]/[[Space Pod#Red Heavy Pod Armor|SyndiPods]]/[[Space Pod#Syndicate Minisub|syndicate minisubs]] in the hangar or by using a [[Syndicate Items#Syndicate Teleporter Remote|syndie tele remote]] while standing over the telepad in the center of the ship, which will teleport them to the [[Listening Post]]. | ||
While there | While there are a couple of ways to enter the [[Listening Post]] (including ones that do not involve the hand scanner), the only way to (re-)enter this ship is to use a [[Syndicate Items#Syndicate Teleporter Remote|syndie tele remote]] while standing on the [[Listening Post]]'s telepad. [[Nuclear Operative]]s have these remotes on a table in the battlecruiser's armory, 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 [[Game Modes#Nuclear|Nuclear]] round, the nuclear bomb, some [[Syndicate Items#Thermite Breaching Charge|thermite charges]], and a couple of gear closets will be missing. The other stuff here, such as the [[Murder#MPRT-7|RPG]], will still be around. | Speaking of which, if you do somehow manage to board this ship when it's not a [[Game Modes#Nuclear|Nuclear]] round, the nuclear bomb, some [[Syndicate Items#Thermite Breaching Charge|thermite charges]], and a couple of gear closets will be missing. The other stuff here, such as the [[Murder#MPRT-7|RPG]], will still be around. | ||
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* Two large Syndicate pods. They're heavily armored and seat two. Can be locked with a 4 digit keycode. | * Two large Syndicate pods. They're heavily armored and seat two. Can be locked with a 4 digit keycode. | ||
* Six Syndicate Miniputts. They seat one and are armored fairly well. Can be locked with a 4 digit keycode. | * Six Syndicate Miniputts. They seat one and are armored fairly well. Can be locked with a 4 digit keycode. | ||
* Multiple [[Space Pod#Ballistic System|twin-linked shotgun cannons]] and [[Space Pod#SEED|SEED modules]] on the table to upgrade the pods with. | * Multiple [[Space Pod#SPE-12 Ballistic System|twin-linked shotgun cannons]] and [[Space Pod#SEED|SEED modules]] on the table to upgrade the pods with. | ||
* Two O2 canisters to top off your jetpack from. | * Two O2 canisters to top off your jetpack from. | ||
* A rack of [[General Objects#Emergency Oxygen Tank|emergency oxygen tanks]]. | * A rack of [[General Objects#Emergency Oxygen Tank|emergency oxygen tanks]]. | ||
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Medicines and surgery and so forth. | Medicines and surgery and so forth. | ||
*Two medical crate with several [[Medical Objects#Medkit|medkits]]. | *Two medical crate with several [[Medical Objects#Medkit|medkits]]. | ||
*A table with [[Medical Objects#Bandages|bandages]], [[Medical Objects#Blood Bag|blood bags]], reserve tanks of medicine, and an [[Medical Objects#Implanter|implanter]], in case you accidentally remove your [[Syndicate Objects#Microbomb Implant|microbomb]] during surgery. | *A table with [[Medical Objects#Bandages|bandages]], [[Medical Objects#Blood Bag|blood bags]], reserve tanks of medicine, a bottle of [[Chemicals#Mutadone|mutadone]] pills, and an [[Medical Objects#Implanter|implanter]], in case you accidentally remove your [[Syndicate Objects#Microbomb Implant|microbomb]] during surgery. | ||
*Two [[Medical Objects#Sleeper|sleeper units]]. | *Two [[Medical Objects#Sleeper|sleeper units]]. | ||
*A [[Robots#Medibot|medibot]]. | *A [[Robots#Medibot|medibot]]. |
Latest revision as of 06:37, 20 February 2025
Syndicate Battlecruiser | |
Location | |
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Redsuit depository. | |
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 are a couple of ways to enter the Listening Post (including ones that do not involve the hand scanner), 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 have these remotes on a table in the battlecruiser's armory, 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