*A firefighting closet. Because the guy who takes the [[Syndicate Items#Class Crate - Firebrand|Firebrand crate]] will inevitably set his/her teammates on fire, and when that happens, you'll be glad you took the [[General Objects#Fire Extinguisher|extinguisher]] from here.
*A firefighting closet. Because the guy who takes the [[Syndicate Items#Class Crate - Firebrand|Firebrand crate]] will inevitably set his/her teammates on fire, and when that happens, you'll be glad you took the [[General Objects#Fire Extinguisher|extinguisher]] from here.
*An rack with an extra pair of [[Security Objects#Optical Thermal Scanner|thermals]].
*An rack with an extra pair of [[Security Objects#Optical Thermal Scanner|thermals]].
*A bathroom, with a [[General Objects#Washing Machine|washing machine]] nearby.
*A [[General Objects#Washing Machine|washing machine]] and some janitorial supplies.
*A small SMES room with two [[Engineering Objects#Furnaces|furnaces]] and [[Guide to Mining#Char|char]]. Not that this ship actually uses power.
*A pirate radio station, with similar equipment to [[Radio Host#Putting On A Show|the one radio hosts get to use]]. Box has a sleeve with a bunch of records and some amusing tapes.
*An office for the Nuclear Operative commander, complete with bookshelf, a pet (?) raven named Kuro, and amusing notes.
The Syndicate BattlecruiserCairngorm 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.
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
Cockpit
Not a real cockpit, the ship can't move. But you can coordinate operations from here.
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!
A plaque listing amount of times the Nuclear Operatives won and lost the round since June 15th, 2020. You can probably guess what the numbers look like.
Atrium
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 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.
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!
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.
Bottles of champagne. Can be used to rename your vehicle into something that will make NanoTrasen babies poop their pants.
In the storage room below, a pair of bagpipes. Och laddie, can ye hear them calling?
Breakroom
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.
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 colorful 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 redspace 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.
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.