Nuclear Operative
Congratulations! You have been chosen to be a member of (insert random organisation here). You, brave agent, must retrieve the Nuclear Authentication disk and activate the Nuclear weapon on-board your shuttle with it. Did we mention this was a suicide mission? No? Whoops!
Red Mean Syndicate Machine
You and your fellow operatives spawn on the Syndicate Shuttle. Here, you have a load of gear to help you acquire the disk and kill everyone. You start with a revolver, a Syndicate Teleporter, a poison pill, some ammunition, and are pre-implanted with a microbomb implant. Take off your helmet and body armour and put on one of the red spacesuits from the lockers. Also take a jetpack and breath mask, and make sure you turn on your Jetpack's air supply. From another locker, you should get a pinpointer and turn it on. An arrow will appear on it, pointing in the general direction of the disk. There's also a Station Bounced Radio in your pocket that will let you request a limited selection of Syndicate gear to help you or your teammates. You've also got a secure radio channel for speaking to your comrades, accessed by putting ":h" in front of your message. If one of your fellow syndicates blows your cover by mistakenly speaking on the main radio channel rather than your secure channel, please feel free to push him down and fart on him to teach him a lesson.
- Don't forget to bring a thermite breaching charge and/or a RPG!
Syndicates have recently gotten a load of new equipment to help them get dat fukken disk. In addition to the standard revolvers and red spacesuits, Syndicates now also get:
A suit of Space Armour: pretty much the same as Industrial Space Armour, but cool and red.
A Rocket Launcher: It's too big and unwieldy to fit in a pack but if used correctly will absolutely ruin someone's day.
A Fully Loaded Syndicate Pod: It's heavily armoured, seats 2, and comes with twin-linked cannons.
Shotguns: These you'll have to buy with telecrystals, and they aren't cheap. On the bright side, they really hurt.
One pair of Optical Thermal Scanners: Being able to see through walls will give you the element of surprise and can help you get the disk as fast as possible.
Get dat fukken disk
It spawns in the Captain's pocket. Your job is to follow your pinpointer to it, get it, and come back to the shuttle. The Captain is armed and Security will be all over your asses as soon as they hear about red spacesuits, so be quick and strike true. Work together with your allies if they aren't idiots. To exit the shuttle, stand on the teleporter pad and use your Syndicate teleporter. You return to the shuttle in the same way. The station is to the left.
I GOT IT
Great! Now get the fuck out of there before someone shoots you. Head back to the shuttle and head to the south end of it. The nuke is there. Right click it and select "make deployable", then click it with an empty hand. A window will pop up. Holding the disk, click the line of minus signs in the window to insert the disk. Now, head to your left and grab the audio log. Play it. It will tell you the activation code. Enter the numbers into the window and then click the E. Then set the timer, gloat over the radio and vanish in a cloud of radioactive fire.
Sound syndicate strategies
- Don't set a name on your Agent ID until you are already on the station. If you are spotted in your approach and the AI catches your fake name, your cover is busted and you don't get another chance to change it.
- Feeling unsubtle? Consider buying extra ammo for your revolver. You'll be glad you did!
- Riot storage lockers, located in Security, contain handy energy guns and flashbangs. I bet you could access them from space somehow!
- Consider turning the AI to your side, if you have the time and ability to do so. If that is not an option, a well-placed (NOT on the solar panels) power sink will also render it blind and eventually dead, unless the crew happens to be unusually competent.
- Feel like going undercover? Consider a raid on Genetics. Or use a voice changer/agent card. Alternatively, use a DNA Scrambler and make the agent card match your new identity. Try to keep a low profile. A grayshirt walking around with a jetpack and insulated gloves tends to catch the attention of any competent Security Officer.
- Consider where the best places to use the RPG might be. Suggested locations include the Bridge, Security, Genetics, and the AI.
- Beware of security or vigilantes in space suits or pods! They can really ruin your day.
- Record the nuke code in your notes using the add-note command. Nothing more embarrassing than failing your mission because you lost the briefing and forgot to write down the code!
Supplementary Video
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Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |