Difference between revisions of "Syndicate Battlecruiser"
Studenterhue (talk | contribs) (Fix a link, put the future file name for the battlecruiser image so I don't have to so much when the file finally gets made.) |
Studenterhue (talk | contribs) (On what gear spawns on the cruiser when it's not a nuke rround) |
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While there's a couple ways for crew and Syndicate operatives to enter said [[Listening Post]], both with and without using/obtaining an [[Syndicate Items#Agent ID|Agent ID]], 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 get a remote for free when they spawn, but regular crew members need to be more... creative to obtain one. | While there's a couple ways for crew and Syndicate operatives to enter said [[Listening Post]], both with and without using/obtaining an [[Syndicate Items#Agent ID|Agent ID]], 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 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 [[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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Revision as of 17:40, 3 October 2019
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 about the weapons and supplies that spawn here, all detailed in the Nuclear Operative page. In short, it's oodles of explosives and red space suit sets. 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.