Team Tactics
Reinforcement Wave Rating:



Really depends on the quality of the ghosts in reinforcements. People usually say that the new operatives are usually under equipped, but if you look at the gear they get, the agent ID, syndicate headset and stetchkin it's about even. The problem with them can be the lack of space suits, which is why it can make sense to stop by mining and grab one of the hardsuits. Another benefit of this would be that if you get a single reinforcement, and that reinforcement is a stealth op, once all 5 ops are dead people won't suspect the 6th operative of existing. If you have the time, give him surgery to change him to a different last name. Also, it's not clear until you try, but you can only get reinforcements back at Syndicate outpost, so no spawning reinforcements on the station.
AI Subversion Rating:




One of my favorite tactics. This tends to work the best on Box when war hasn't been declared, as there is no question when you run to take the AI upload board dressed as an assistant. It's also possible to be done by going through maint and breaking the two windows in space. If the AI is good, this can kill most of the station, especially if it floods plasma or N20.
Standard Nuke Ops



This is the standarad nuclear op team strategy, buy a syndiborg, and shotguns, one person with a shield and e-sword. During lower pop rounds this is all you need to do, but doesn't work as well in higher pop rounds. As once ops are spotted, every assistant with a stunprod will be running at you, and it's a lot easier to kill 5 assistants running at you, compared to 18.
Bomb Spam Rating:



This used to be the guaranteed way to win. Standing by the teleporter with a bomb and a camera tap, waiting for the cap to stand on the bridge before instantly telebombing him the second he does. Without the ability to teleport bombs, this tactic becomes a lot less effective, but it still can be quite good.
For maximum results, I recommend saying something over comms with a voice changer like "DROP POD IN R&D", and having a bomb in R&D maint, and detonating it after 20 seconds. This is very effective as it tends to kill a lot of first responders. The "time stop" lag of bombs going off, where people can try and run away also doesn't work when they can't see the bomb. Bombs are great at killing large parts of the crew as they don't have space suits.
Carp Spam Rating:

This is fun but super inneffective. Every member is immune to the carp as long as one of them has been petted, but with the loss of syndicate teleporter, there is no effective way to get them on station. With no sink on the drop pod it is not an option either.
Admin Trades Rating: Varies
If you can get an admin to get you a trade of telecrystals for something, or they offer a bonus like all reinforcements get a nugget, consider it heavily. The best trade from personal perspective is ERT space suits. These tend to have the best result with the crew, especially if you can disable comms so the crew doesn't realize the ERT are operatives. Other trades that are rather beneficial include trying to get an announcement, then having everyone on the team get centcomm officer uniforms, and plastic surgery so they don't all have the same last name.
Individual Tactics
"Stealth" Op Rating:





This always works, be it during war or otherwise. All you need to do to be a stealth op is simple, buy a voice changer, switch your headset, and grab a hardsuit from the station. If you're going to war, a good strategy involves flying to Mining, and there's almost always one or two hardsuits there. If you have the time, buy a camera tap, and check the following locations:Mining, Engineering, Atmos, Head of Security's office.
Otherwise, kill somebody and take their hardsuit. Then just walk around and pretend to be that person. Some people may be smart enough to ask you to take off your mask, especially if you're acting suspicous, in that case it can make sense if you have a "real" last name, to scan the ID of the person you killed, change it to your name and job title, and wander throughout the station looking for the disc.There's a few obvious ways to fuck this up, so avoid them.
1. Having a visibile Syndicate weapon
2. Having a bowman headset when they ask you to take off your mask.
Radio Disruption Rating




This is a strategy that tends to work the best during War, but can work after Syndies have been spotted. It involves activating your voice changer, and forging your syndicate ID constantly. Go through a list of people who are both offline, as well as people who are actively talking in communications. If someone yells that they are deaf over the radio, change your ID to them as they won't hear what they are "saying". Use this to say that a drop pod has dropped on the opposite side of where it is. This can be combined with the mad bomber. Meta is perfect for this. Use a voicechanger during war to yell that a drop pod has fallen in Xenobio, drop a bomb nearby. As everyone runs to kill people on the drop pod, detonate the bomb. This will eliminate most first responders, as well as cause confusion among the ranks.
AI killing[/b ]Rating:



This tends to be rather important, as AIs can be a massive pain in the ass during Nuke Ops rounds. It's always a better idea to subvert the AI rather then kill it. If you are planning to kill the AI, just get a cyborg to come help blow it up, though it makes sense to tag along, as especially if war is declared it will likely power down its environment in AI core, leaving the borg with nothing to do, so you can C4 the door and kill the AI. If you're planning ahead, you can grab the intelicard from the locker in the shuttle to intelicard the AI and space it, but almost never is the AI actually fixed during nuke Ops.
Comms Disruption Rating:




This tends to be super important, as Comms, especially during war can act as a beacon sending every person to your position, being able to stop this tide can be rather effective. If Comms are down, it also makes being a stealth operative a lot easier, as even if your cover is blown you can still make a break for it and others won't necessarily know. The most important reason is that this stops the Captain for yelling for reinforcements once you spot and start gunning him down.
Gravity Disruption Rating:


Releasing Tesla Rating:



Since all of your members have insulated gloves and Hardsuits, you are immune to its negative effects. It tends not to be effective at helping your objective, but it can kill or harm the crew long after you're dead.
Releasing Singularity Rating:

This tends to be a rather bad idea, as it has a habit of eating the shuttle, as well as the member who releases it. It can kill crew members long after you've all died. A smart tactic is setting up a singulo beacon in maint above escape, and letting the singularity go. This cuts the station in half, and kills most crew members. Just make sure other members are aware of its path before you do so. The benefit of a devastating singularity is that it can often eat the captain/disc, and ensure a minor syndicate victory. If your entire team is shit, and you doubt you can carry by yourself, consider this tactic.
Borg Subversion. The best equipped to do this would be Syndiborgs. If you are getting a competent syndiborg, talk with it as to if it is going to subvert borgs on station, and remember not to shoot them if the borg says it subverted them. This can work great if you manipulate the AI's laws, so even if they manage to fix it, the borgs are still murderboning the station.
Taking out AI with sniper rifle Rating:




I've never done this personally, but from personal experience it tends to be more reliable then destroying the AI with a borg.