Nuclear Operative

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Congratulations! You have been chosen to be a member of [insert random organisation here]. You, brave agent, must move the nuclear weapon we've provided you with to the main station and activate 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 kill everyone. Noteworthy starting gear:

Toys for big boys

In addition to the gear everybody spawns with, Syndicate operatives have access to other free goodies:

Red = Cockpit
Orange = Corridor, with smaller rectangle for nuclear bomb storage
Yellow = Equipment Room, with smaller rectangle for closets with red spacesuits
Olive Green = Storage Room
Light Blue/Cyan = Medical Bay
Royal Blue = Side Room
Pink = Hangar

Cockpit:

  • A sleepy pen.
  • A camera monitor for remote reconnaissance of the station
  • A snack machine with Discount Dan's.
  • A cigarette machine.
  • A sizeable 1500 credits, split into 3 500-stacks, for said machines.
  • A bottle of hobo wine and Bo Jack Daniel's for toasting to victory. Or drowning sorrows.
  • An extra red closet with a red space suit and jetpack.
  • A monkey in a retro-looking red space suit named Von Braun. Keep your distance from him so he can't pick your pockets or shove you and take your weapon, lest you end up like this guy.

Corridor:

  • Sunglasses and thermals
  • A camera viewer for somewhat more convenient remote reconnaissance of the station.
  • A flash/cell assembly for stunning people AND setting them on fire. But only once.
  • Balaclavas for that "Russian Counter-Strike player" look.
  • The star of the show, the nuclear bomb, in its own subsection with red circuit-like tiles and a sliding windoor.

Equipment room:

  • Standard-issue red space suits and jetpacks in personal closets
  • A PDA with a built-in Detomatrix cartridge, a box of flashbangs and multiple green pinpointers in the top most closet.
  • An uniform manufacturer for making slightly less conspicuous jumpsuits and shoes, plus a rack of bedsheets to rip up for cotton.
  • A coffee machine with stamina-boosting coffee. Money is in the cockpit.
  • An crimson couch for evil relaxation. Perhaps there's extra change behind the cushions?

Medical bay:

Storage room:

  • Several rocket launchers. Will absolutely ruin someone's day if used correctly. Don't stand too close to what you're shooting at!
  • A couple of fanny packs Syndicate Tactical Espionage Packs and utility belts
  • A crate of emergency oxygen tanks
  • A pile of frag grenades. Explodes in a burst of shrapnel, giving everyone in the blast radius nasty brute damage and lodging shrapnel in their chests, causing further brute damage. More can be found in Tactical Grenades boxes.
  • Pairs of night vision goggles.
  • Several breaching charges and land mines
  • 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.
  • Miscellaneous supplies, such as regular tools and all the components required to craft stun gloves (power cells are stored in the equipment closets)

Sideroom:

Hangar:

  • A large Syndicate pod. It's heavily armored and seats two. Can be locked with a 4 digit keycode
  • Three Syndicate miniputs. They seat one and are armored fairly well. Can be locked with a 4 digit keycode
  • Multiple twin-linked shotgun cannons and SEED modules to upgrade the pods with
  • An O2 canister to top off your jetpack from.

Setting Them Up the Bomb

Prepping Up

Grab the audio log in the bottom left corner of your shuttle. Play it. It will tell you where to move to nuke to. Alternatively, if you can't be arsed to go through all the lore crap, use the Notes command to quickly get the name of the designated area.

There's no need to rush, though! Teamplay is key in this game mode! Discuss the mission ahead with your comrades and come up with a solid plan before anybody heads out. You don't need to all do the exact same thing, but you should at least be aware of who's doing what and, failing that, who's carrying the nuke. (You'd be surprised how often people forget the bomb.)

You also have a secure radio channel for speaking to your comrades. The specific channel used is randomized every round, so there's a slim chance of some meta-gaming nerd snooping in on you. To use it, simply type something like:

  • say ;I'm about to activate the nuke in security. Let's do this, boys!

Don't forget to order items from your Syndicate uplink. It's somewhat limited; you're restricted to generic, all-job items, and even then, a few selections are unavailable. (For example, you can't order cloakers or more microbombs.) That said, you still have useful staples like EMAGs and shotgun boxes, and at the bottom of the list, you can find a whole set of special themed loadouts with all sorts of items. If you're feeling indecisive, why not order one of them?

After you've gotten your weapons and tactics settled, take off your helmet and body armor and put on one of the red spacesuits from the lockers. Also put on a jetpack and breath mask, and turn on your jetpack's air supply. From another locker, you should get a green pinpointer and turn it on. An arrow will appear on it, pointing in the general direction of the nuclear bomb.

Again, bring a green pinpointer for locating the nuke. The crew might steal the pod it's loaded in or the bomb itself, you never know! This is also why you should lock all of your pods!

Remember: the green (PinpointerNuke.gif) pinpointer tracks the nuclear bomb, the red (PinpointerDisk.gif) model the authentication disk.

Rolling Out

All set? To exit the shuttle, you can either take one of the syndicate pods in the hangar and take a wormhole to one of the station pod bay beacons or stand on the teleporter pad and use your teleporter remote. The latter will take you to the listening post. You return to the shuttle in the same way. You can then fly over the station via jetpack. (The exact path you need to take to get to station will depend on the map you're playing. See Listening Post for more information.)

The listening post is your only safe-zone on the station z-level. Only people with an agent card can access it. Make sure you have everything in order the way you like it before leaving. It has some spare clothing and supplies in case you forgot something on the shuttle, but there's no real weaponry to speak of there.

Don't leave the listening post without the teleporter remote and agent card, or you won't be able to get back in.

Going in hot

Eliminate all hostiles, secure and fortify the target area. How you accomplish this is up to you and your team - a coordinated infiltration can work just as well as the Rambo approach. Either way, security and the crew in general 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, since a lone operative will be very hard-pressed to fend off an armed, angry mob for any period of time.

Trigger the nuke

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Your side has the upper hand? Great! Now trigger the nuke:
  • Load the nuke into one of your pods and drop it off near the station.
  • Move the nuke to the designated area. If you've forgotten, use the notes command to remind yourself.
  • Click on the nuke with an empty hand to activate it. That will prompt a station-wide red alert, stating your exact location. Needless to say, stealth is no longer an option at this point.
  • Insert the authentication disk if you have it.
  • Defend the nuke for 10 (or 7 with the disk) long minutes. It's all or nothing!
  • Gloat over the radio and vanish in a cloud of radioactive fire!


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The authentication disk

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An entirely optional objective that can nevertheless be vital to your planning. When used on an armed bomb, it modifies the countdown depending on who inserted it: 3 minutes less (operative) or 3 minutes more (crew member). Needless to say, the first outcome is vastly preferable from your perspective. The disk can generally be found in the captain's pocket and if your team decides to send somebody after him (be it undercover or not) in preparation for the main strike, remember that he is armed and likely to expect trouble.

The Syndicate team leader spawns with a special red pinpointer in his backpack. It tracks the location of the authentication disk and should be given to the operative who has been tasked with obtaining it.

Sound Syndicate strategies

  • It's redundant but worth repeating: defend the bomb! So many rounds were lost because the operatives were too occupied with wandering about and hunting for kills to notice the lone Staff Assistant slowly but surely destroying the nuke with a fire extinguisher or the cyborg unscrewing the nuke's bolts and loading it into a Space Pod.
  • Feel like going undercover? Consider ordering a voice changer, chameleon suit and DNA scrambler. Use the scrambler and make the agent card match your new identity. Try to keep a low profile. A greyshirt walking around with a jetpack and insulated gloves tends to catch the attention of any competent security officer.
    • Should you go undercover, dress sensibly. Walking around with military boots while not disguised as Captain or Head of Security is suspicious, and walking around with SWAT gloves on is very suspicious.
  • Don't set a name on your agent card 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 or a shotgun. You'll be glad you did!
  • Be careful with the RPG, you don't want to hit your comrades with friendly fire or splash damage.
  • Don't forget your donk pocket or medical supplies! You are going to need them, guaranteed.
  • Need more inventory space? If the fanny pack isn't sufficient to store all of your gear, consider stealth containers. They can hold as many items as a regular box, yet are small enough to fit in jumpsuit pockets. Remember to use drag and drop (its icon onto yourself) to quickly access the goodies inside!
  • The Armory contains handy shotguns, stingers and flashbangs, among many other things. Even if you end spacing all the gear or not using it all, looting the armory deprives your foes of weapons they could use against you.
  • Consider turning the AI to your side, if you have the time and ability to do so.
  • Beware of security or vigilantes in space suits or pods! They can really ruin your day.
  • Using a power sink can be a double-edged sword. On one hand, they'll turn your run-of-the-mill crowbars into all-access cards, because you can bypass any access-locked doors by crowbarring them open, and you'll get a tactical darkness advantage. On the other hand, they'll also turn the crew's run-of-the-mill crowbars into all-access cards, getting a tactical darkness advantage is useless if you can't see in the dark either (and it's nullified if you plant the bomb next to the power-sink), and robbing them of their power is a great way to get the entire crew coming for your red-suited ass.
    • If your are going to utilize a power sink, consider putting on some night vision goggles, found on the table near the cockpit. That way, you can actually use the darkness to your advantage, since you'll be able to see through the darkness while most of the crew generally won't.
  • Even a just few girders or windows around the nuke can go a long way.

Sound crew strategies

Please be aware of the special guidelines regarding Syndicate facilities.

  • If possible, try to get into a group to increase your odds of fending off the Syndicates. Their guns aren't very useful if you have enough bodies to soak up the ammo!
  • Watch out for suspicious behaviour or items. That greyshirt wearing insulated gloves and a gas mask might be an operative in disguise if they appear to be scouting the perimeter or trailing the disk holder (typically the captain).
  • Don't wear Syndicate clothing, like red space suits and tactical turtlenecks, as doing so will likely get you killed.
  • Try everything in your power to destroy that nuke. Best case, the Syndicates should be unable to even get the bomb onto the main station - engage enemy pods on sight, as the nuke might be in one of their cargo holds.
  • If the weapon has already been deployed, eliminate all redsuits defending it or at least drive them away. Insert the authentication disk if available to buy you three more minutes. Now, while the nuke can't be disarmed, you can dispose of it in some manner:
    • The bomb can be destroyed by brute force alone, but it takes a lot of effort and high-powered gear (such as eswords, multiple laser guns or revolvers), since it has a good bit of damage reduction and roughly 150 "health". It is also susceptible to EMPs, which take out a good sixth of the bomb's health and bypass the armor protection.
    • Alternatively, get someone with screwdriver to loosen the bomb's floor bolts, which will trigger a motion alert and halve the countdown. Move the nuke off the main z-level (via mass driver, pod or teleportation) or destroy it (e.g. with the crusher) as soon as possible to avert certain death. Beware--dragging the nuke slows you down somewhat, even for cyborgs.
    • Don't try to blast or rocket the nuke, it is invulnerable to explosions.
    • The nuke can be teleported by Telescience at any stage of deployment.
  • Security barriers are loads of fun against ops. Not only do they reduce damage from bullets and melee attacks, but if you use their special attack (click on any tile at least two tiles away while on Harm or Disarm intent), you create a shield that reflect their projectiles back at them. Yes, this includes rockets.

Supplementary Video

Jobs on Space Station 13
Civilian:
Staff Assistant - Chef - Barman - Chaplain - Janitor - Botanist - Clown - Job of the Day - Gimmick jobs
Engineering:
Engineer - Mechanic - Miner - Quartermaster
Medical & Research:
Medical Doctor - Geneticist - Roboticist - Scientist
Command & Security:
Security Officer - Detective - Chief Engineer - Medical Director - Research Director - Head of Security - Head of Personnel - Captain
Antagonist Roles:
Changeling - Nuclear Operative - Traitor - Wizard - Vampire - Wraith - Blob - Werewolf - Predator - Grinch - Krampus
Gang Member - Revolutionary - Spy Thief - Wrestler - Flockmind - Gimmick antagonist roles
Special Roles:
Artificial Intelligence - Cluwne - Critter - Cyborg - Ghost - Ghostdrone - Monkey - Santa Claus