diff --git a/code/game/syndicate_specops_shuttle.dm b/code/game/syndicate_specops_shuttle.dm
new file mode 100644
index 00000000000..a5016ea5ef0
--- /dev/null
+++ b/code/game/syndicate_specops_shuttle.dm
@@ -0,0 +1,256 @@
+//Config stuff
+#define SYNDICATE_ELITE_MOVETIME 600 //Time to station is milliseconds. 60 seconds, enough time for everyone to be on the shuttle before it leaves.
+#define SYNDICATE_ELITE_STATION_AREATYPE "/area/shuttle/syndicate_elite/station" //Type of the spec ops shuttle area for station
+#define SYNDICATE_ELITE_DOCK_AREATYPE "/area/shuttle/syndicate_elite/mothership" //Type of the spec ops shuttle area for dock
+
+var/syndicate_elite_shuttle_moving_to_station = 0
+var/syndicate_elite_shuttle_moving_to_mothership = 0
+var/syndicate_elite_shuttle_at_station = 0
+var/syndicate_elite_shuttle_can_send = 1
+var/syndicate_elite_shuttle_time = 0
+var/syndicate_elite_shuttle_timeleft = 0
+
+/obj/machinery/computer/syndicate_elite_shuttle
+ name = "Elite Syndicate Squad Shuttle Console"
+ icon = 'computer.dmi'
+ icon_state = "syndishuttle"
+ req_access = list(access_cent_specops)
+ var/temp = null
+ var/hacked = 0
+ var/allowedtocall = 0
+
+/proc/syndicate_elite_process()
+ var/area/syndicate_mothership/control/syndicate_ship = locate()//To find announcer. This area should exist for this proc to work.
+ var/area/syndicate_mothership/elite_squad/elite_squad = locate()//Where is the specops area located?
+ var/mob/living/silicon/decoy/announcer = locate() in syndicate_ship//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
+
+ var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
+ var/message = "THE SYNDICATE ELITE SHUTTLE IS PREPARING FOR LAUNCH"//Initial message shown.
+ if(announcer)
+ announcer.say(message)
+ // message = "ARMORED SQUAD TAKE YOUR POSITION ON GRAVITY LAUNCH PAD"
+ announcer.say(message)
+
+ while(syndicate_elite_shuttle_time - world.timeofday > 0)
+ var/ticksleft = syndicate_elite_shuttle_time - world.timeofday
+
+ if(ticksleft > 1e5)
+ syndicate_elite_shuttle_time = world.timeofday // midnight rollover
+ syndicate_elite_shuttle_timeleft = (ticksleft / 10)
+
+ //All this does is announce the time before launch.
+ if(announcer)
+ var/rounded_time_left = round(syndicate_elite_shuttle_timeleft)//Round time so that it will report only once, not in fractions.
+ if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
+ message = "ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN"
+ if(rounded_time_left==0)
+ message = "ALERT: TAKEOFF"
+ announcer.say(message)
+ message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
+ //Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
+
+ sleep(5)
+
+ syndicate_elite_shuttle_moving_to_station = 0
+ syndicate_elite_shuttle_moving_to_mothership = 0
+
+ syndicate_elite_shuttle_at_station = 1
+ if (syndicate_elite_shuttle_moving_to_station || syndicate_elite_shuttle_moving_to_mothership) return
+
+ if (!syndicate_elite_can_move())
+ usr << "\red The Syndicate Elite shuttle is unable to leave."
+ return
+
+ sleep(600)
+/*
+ //Begin Marauder launchpad.
+ spawn(0)//So it parallel processes it.
+ for(var/obj/machinery/door/poddoor/M in elite_squad)
+ switch(M.id)
+ if("ASSAULT0")
+ spawn(10)//1 second delay between each.
+ M.open()
+ if("ASSAULT1")
+ spawn(20)
+ M.open()
+ if("ASSAULT2")
+ spawn(30)
+ M.open()
+ if("ASSAULT3")
+ spawn(40)
+ M.open()
+
+ sleep(10)
+
+ var/spawn_marauder[] = new()
+ for(var/obj/landmark/L in world)
+ if(L.name == "Marauder Entry")
+ spawn_marauder.Add(L)
+ for(var/obj/landmark/L in world)
+ if(L.name == "Marauder Exit")
+ var/obj/portal/P = new(L.loc)
+ P.invisibility = 101//So it is not seen by anyone.
+ P.failchance = 0//So it has no fail chance when teleporting.
+ P.target = pick(spawn_marauder)//Where the marauder will arrive.
+ spawn_marauder.Remove(P.target)
+
+ sleep(10)
+
+ for(var/obj/machinery/mass_driver/M in elite_squad)
+ switch(M.id)
+ if("ASSAULT0")
+ spawn(10)
+ M.drive()
+ if("ASSAULT1")
+ spawn(20)
+ M.drive()
+ if("ASSAULT2")
+ spawn(30)
+ M.drive()
+ if("ASSAULT3")
+ spawn(40)
+ M.drive()
+
+ sleep(50)//Doors remain open for 5 seconds.
+
+ for(var/obj/machinery/door/poddoor/M in elite_squad)
+ switch(M.id)//Doors close at the same time.
+ if("ASSAULT0")
+ spawn(0)
+ M.close()
+ if("ASSAULT1")
+ spawn(0)
+ M.close()
+ if("ASSAULT2")
+ spawn(0)
+ M.close()
+ if("ASSAULT3")
+ spawn(0)
+ M.close()
+ */
+ elite_squad.readyreset()//Reset firealarm after the team launched.
+ //End Marauder launchpad.
+/*
+ var/obj/explosionmarker = locate("Syndicate Breach Area")
+ if(explosionmarker)
+ var/turf/simulated/T = explosionmarker.loc
+ if(T)
+ explosion(T,4,6,8,10,0)
+
+ sleep(40)
+// proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1)
+
+*/
+ var/area/start_location = locate(/area/shuttle/syndicate_elite/mothership)
+ var/area/end_location = locate(/area/shuttle/syndicate_elite/station)
+
+ var/list/dstturfs = list()
+ var/throwy = world.maxy
+
+ for(var/turf/T in end_location)
+ dstturfs = T
+ if(T.y < throwy)
+ throwy = T.y
+
+ // hey you, get out of the way!
+ for(var/turf/T in dstturfs)
+ // find the turf to move things to
+ var/turf/D = locate(T.x, throwy - 1, 1)
+ //var/turf/E = get_step(D, SOUTH)
+ for(var/atom/movable/AM as mob|obj in T)
+ AM.Move(D)
+ if(istype(T, /turf/simulated))
+ del(T)
+
+ start_location.move_contents_to(end_location)
+
+ for(var/turf/T in get_area_turfs(end_location) )
+ var/mob/M = locate(/mob) in T
+ M << "\red You have arrived to [station_name]. Commence operation!"
+
+/proc/syndicate_elite_can_move()
+ if(syndicate_elite_shuttle_moving_to_station || syndicate_elite_shuttle_moving_to_mothership) return 0
+ else return 1
+
+/obj/machinery/computer/syndicate_elite_shuttle/attackby(I as obj, user as mob)
+ return attack_hand(user)
+
+/obj/machinery/computer/syndicate_elite_shuttle/attack_ai(var/mob/user as mob)
+ return attack_hand(user)
+
+/obj/machinery/computer/syndicate_elite_shuttle/attack_paw(var/mob/user as mob)
+ return attack_hand(user)
+
+/obj/machinery/computer/syndicate_elite_shuttle/attackby(I as obj, user as mob)
+ if(istype(I,/obj/item/weapon/card/emag))
+ user << "\blue The electronic systems in this console are far too advanced for your primitive hacking peripherals."
+ else
+ return attack_hand(user)
+
+/obj/machinery/computer/syndicate_elite_shuttle/attack_hand(var/mob/user as mob)
+ if(!allowed(user))
+ user << "\red Access Denied."
+ return
+
+ if (sent_syndicate_strike_team == 0)
+ usr << "\red The strike team has not yet deployed."
+ return
+
+ if(..())
+ return
+
+ user.machine = src
+ var/dat
+ if (temp)
+ dat = temp
+ else
+ dat = {"
Special Operations Shuttle
Good morning soldier!. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:
#1 Work as a team.
#2 Accomplish your objective at all costs.
#3 Leave no witnesses.
You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.
If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.
In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations LEADER is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.
Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.
First and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE. Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.
To make the device functional:
#1 Place bomb in designated detonation zone
#2 Extend and anchor bomb (attack with hand).
#3 Insert Nuclear Auth. Disk into slot.
#4 Type numeric code into keypad ([nuke_code]).
Note: If you make a mistake press R to reset the device.
#5 Press the E button to log onto the device.
You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.
Note: Toggle off the SAFETY.
Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.
Note: THE BOMB IS STILL SET AND WILL DETONATE
Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.
The nuclear authorization code is: [nuke_code ? nuke_code : "None provided"]
Good luck, soldier!
" + // P.name = "Spec. Ops. Manual" + + for (var/obj/landmark/L in world) + if (L.name == "Syndicate-Commando-Bomb") + new /obj/spawner/newbomb/timer/syndicate(L.loc) + del(L) + + message_admins("\blue [key_name_admin(usr)] has spawned a Syndicate strike squad.", 1) + log_admin("[key_name(usr)] used Spawn Syndicate Squad.") + +/client/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0) + var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc) + var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major") + var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major") + var/syndicate_commando_name = pick(last_names) + + new_syndicate_commando.gender = pick(MALE, FEMALE) + + var/datum/preferences/A = new()//Randomize appearance for the commando. + A.randomize_appearance_for(new_syndicate_commando) + + new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]" + new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45) + + new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA. + + //Creates mind stuff. + new_syndicate_commando.mind = new + new_syndicate_commando.mind.current = new_syndicate_commando + new_syndicate_commando.mind.original = new_syndicate_commando + new_syndicate_commando.mind.assigned_role = "MODE" + new_syndicate_commando.mind.special_role = "Syndicate Commando" + if(!(new_syndicate_commando.mind in ticker.minds)) + ticker.minds += new_syndicate_commando.mind//Adds them to regular mind list. + if(!(new_syndicate_commando.mind in ticker.mode.traitors))//If they weren't already an extra traitor. + ticker.mode.traitors += new_syndicate_commando.mind//Adds them to current traitor list. Which is really the extra antagonist list. + new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected) + del(spawn_location) + return new_syndicate_commando + +/mob/living/carbon/human/proc/equip_syndicate_commando(syndicate_leader_selected = 0) + var/obj/machinery/camera/camera = new /obj/machinery/camera(src) //Gives all the commandos internals cameras. + camera.network = "Syndicate" + camera.c_tag = real_name + + var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src) + R.set_frequency(1337) //Same frequency as the syndicate team in Nuke mode. + equip_if_possible(R, slot_ears) + equip_if_possible(new /obj/item/clothing/under/syndicate(src), slot_w_uniform) + equip_if_possible(new /obj/item/clothing/shoes/swat(src), slot_shoes) + if (!syndicate_leader_selected) + equip_if_possible(new /obj/item/clothing/suit/space/syndicate/elite(src), slot_wear_suit) + else + equip_if_possible(new /obj/item/clothing/suit/space/syndicate/elite/leader(src), slot_wear_suit) + equip_if_possible(new /obj/item/clothing/gloves/swat(src), slot_gloves) + if (!syndicate_leader_selected) + equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/elite(src), slot_head) + else + equip_if_possible(new /obj/item/clothing/head/helmet/space/syndicate/elite/leader(src), slot_head) + equip_if_possible(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask) + equip_if_possible(new /obj/item/clothing/glasses/thermal(src), slot_glasses) + + equip_if_possible(new /obj/item/weapon/storage/backpack/security(src), slot_back) + equip_if_possible(new /obj/item/weapon/storage/survival_kit(src), slot_in_backpack) + + equip_if_possible(new /obj/item/ammo_magazine/c45(src), slot_in_backpack) + equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack) + equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack) + equip_if_possible(new /obj/item/device/flashlight(src), slot_in_backpack) + if (!syndicate_leader_selected) + equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack) + else + equip_if_possible(new /obj/item/weapon/pinpointer(src), slot_in_backpack) + equip_if_possible(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack) + + equip_if_possible(new /obj/item/weapon/melee/energy/sword(src), slot_l_store) + equip_if_possible(new /obj/item/weapon/empgrenade(src), slot_r_store) + equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store) + equip_if_possible(new /obj/item/weapon/gun/projectile/silenced(src), slot_belt) + + equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand) //Will change to something different at a later time -- Superxpdude + + var/obj/item/weapon/card/id/syndicate/W = new(src) //Untrackable by AI + W.name = "[real_name]'s ID Card" + W.icon_state = "id" + W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members. + W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage, access_syndicate)//Let's add their forged CentCom access and syndicate access. + W.assignment = "Syndicate Commando" + W.registered = real_name + equip_if_possible(W, slot_wear_id) + + resistances += "alien_embryo" + return 1 \ No newline at end of file