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 Battlecruiser Cairngorm. The specific number of operatives scales based on server population, with a minimum of at least two ops (i.e. you always have at least one team-mate and will hopefully never have to go solo) and a maximum of ten. Here, you have a load of gear to help you kill everyone. Noteworthy starting gear:

The game will also appoint one of the operatives to be your commander, based on certain criteria. The game will try to randomly select from people who both have the Manhattan Project medal (i.e. they've played nuclear operative before and won) and have syndicate commander enabled (i.e. they're willing to play commander). If no one matches that criteria, then game will go with anyone who just has syndicate commander ticked; again, if there are multiple people who meet the criteria, the game chooses at random. If there still aren't any possible candidates, then it'll just promote a random operative to be your commander.

The commander is basically the leader of the operation. You can think of them as your version of the Captain, except red, evil, and likely more competent. Like the Captain, they spawn with more goodies than others:

  • A Syndicate Commander Uplink. This allows you to spend special points to give your team extra aid, and uniquely, the amount scales with number of players, to help balance out the crew's numbers' advantage. By default, you can order stuff like a duffel bag that dispenses certain types of ammo and a remote that can teleport the nuke under certain circumstances, and depending on the population, you can also see things like artillery, assault pods, and a special Syndicate gunbot.
  • A sweet sabre.
  • A commander's cap and a commander's great coat. Together, they protect you from Space and the Trench and considerably reduce damage from bullets, explosions, and melee attacks--all common things you'll get hit by, whether from your team or the crew. It's considerably better than most other gear, so you don't need to switch it out!
  • A unique ID card, which allows entry into your personal office and the radio studio at the back of the Syndicate Battlecruiser. These rooms are only accessible to you and for a good reason: the phone in your office and the radio equipment can openly reveal your presence, ruining any possibility of stealth or a surprise attack, so it's best not to use them carelessly!

Toys for big boys

In addition to the gear everybody spawns with on their person, Syndicate operatives have access to other free goodies on their Syndicate Battlecruiser in various rooms. The highlights are listed below, while a more detailed list is on the Syndicate Battlecruiser page.

This entire area, save for the firing range, is coded as a "sanctuary zone", meaning bullets and melee attacks will do nothing, so you don't have to worry about accidentally shooting your teammates.

Cockpit:

  • A tape recorder. Play it to hear an in-game explanation of your mission and, more importantly, the station area you have to take the nuclear bomb to!
  • Some camera monitors. Once you learn where the bomb site is, you can go through the cameras to find a possible route on it and check for any obstacles on the way.

Atrium:

  • A map of the station/ship you're supposed to be bombing. Pay attention to it, especially if you don't know the map well. It has markers for two locations you can plant the nuclear bomb at, and, depending how diligent the person manning the map is, it may also indicate places to warp in, the location of the AI, and other important info.
  • A telepad. If you have a Syndicate teleporter remote from the armory area, you can click on the remote to teleport yourself to the corresponding pad in the Listening Post. You might use this for a stealth infiltration or just because all the pods got taken.
  • A monkey in a red space suit named Oppenheimer. If he takes your weapon, pull him to the blue tiles with yellow markings near the tables in the armory room. This area doesn't have sanctuary area protection, so you can click-drag the monkey's sprite onto you to take the stolen goods off of them.

Armory:

  • Lots of multiple green pinpointers PinpointerNuke.gif that point you in the direction of the nuclear bomb. Pick one up, click on it while it's in your hand to activate it, and put in your pocket or some other easily-accessible place. No more "Where's the nuke?".
  • Some utility belts. If you need more Inventory space, you can swap out the pistol belt one of these, and put the ammo on the belt and the pistol in your rucksack.
  • Many breaching charges, for clearing any walls, windows, and other solid obstacles in your path to the bomb site. Handy if you don't want to buy an uplink just to get an EMAG.
  • A syndicate omnitool. Seven tools, including a knife, in one package.
  • Some teleporter remotes. These can teleport you and the bomb between the Syndicate Battlecruiser and the Listening Post. If you want to use the Listening Post as a stepping stone for getting onto the station, you absolutely need one of these.
  • A few red lockers with standard-issue red space suits and jetpacks.
  • A MPRT launcher and RPGs. It blows stuff up with above the level of a high-power pipebomb and can gib somebody if you aim it right, or yourself if you aim it wrong. Requires a bit of skill. Don't use this in close quarters!
  • A shooting range with some clowns targets to shoot at, and an ammo bag that refills your weapon at will.
  • A barricade dispenser, that dispenses barricades for you to deploy and protect your little precious nuke from the angry mob.

Hangar:

  • The nuclear bomb NuclearBombV2.png. You need this. Don't forget it! Be aware, pushing and pulling this slightly slows you down.
  • Two large Syndicate pods and six Syndicate Miniputts, which become six syndicate minisubs on ocean maps. The pods accommodate one pilot and two passengers, while the putts take one pilot only, and both types come with a cargo hold for storing the nuke. This is one of the main ways to getting you and the nuke to the station. Don't forget to lock it!
    • Multiple twin-linked shotgun cannons. You can arm your pod/minisub with these, so you aren't caught defenseless when someone discovers you while you're in the pod. It's quick and easy to attach them.
  • In the storage room below, a pair of bagpipes. Can ye hear Scotland calling?

Medical bay:

  • Medical crates with a variety of medkits. If you have the space, it's a good idea to take one; even just a simple auto-mender can save your life.
  • Another crate with various augmented robotic limbs, including a set of treads that'll make you run a lot faster. There are operating tables and trays of surgery tables nearby, so don't be afraid to augment yourself out if you have the time and know how to remove and replace limbs.

Backrooms:

  • The commander's office, accessible only by them. Contains a free sleepy pen, some fun lore scraps, and a phone. Some people like to call it up just for kicks. Are you willing to expose your presence to answer?
  • A radio studio, with equipment identical to the kind used by the Radio Host and funny tapes. Also requires the nuclear operative commander's ID to enter, so if you want to go loud and expose your presence through a Syndicate radio broadcast, you need the commander to chip in!

Setting Them Up the Bomb

Prepping Up

Learn where you can arm the bomb. You can't just deploy the bomb in some random maintenance tunnel; you can only arm it in one of two possible locations. You can use the Notes command to quickly get the names of the designated areas or play the audio log that appears in the cockpit if you want a more immersive experience.

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.)

Communicate with your teammates! You 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 go the armory area on the battlecruiser and redeem your token for gear in the Syndicate Weapons Vendor. Simply click on the vendor with your token, click on the vendor to pull up its interface, and choose Redeem credits. With one token, you have enough for one sidearm, one loadout, and up to two utility items, depending on what you buy.

  • Sidearm: A belt with a pistol and some ammo for it. You have a choice between the Branwen, which has low though respectable damage and a deep ammo pool; the Kestral revolver, which has huge damage but relatively low ammo; and the Hydra smartgun, which has a high ammo capacity, but low damage bullets and can fire semi-homing projectiles with the option to fire bursts that can also hit multiple enemies.
  • Utility: A little extra aid. There's a donk-pocket snack with healing chems and stimulants, a grenade that releases a cloud of deadly, paralytic gas, a pouch with two rockets for the MPRT launcher, a knife that makes you go faster and can stun when thrown, a handy 7-slot fanny pack that goes in your belt slot, an inflatable decoy nuclear bomb, and a military headset that protects from sonic stuns (e.g. like those from flashbangs). They're all good options, though obviously the rocket pouch is no use if you or your teammates are not going to use the MPRT, and the Bard, Firebrand, Heavy Weapons Specialist, and Marksman loadouts already come with the fanny pack.
  • Loadout:
    • Most options are a crate with a main weapon, plus some grenades or other gear. There's a Assault Trooper crate with a rifle, a Heavy Weapons Specialist with a machine gun and extra-protective armor, a Combat Engineer with a shotgun, turret, and tools, a Marksman with a sniper rifle, a Firebrand with a napalm flamethrower, a Field Medic with unique life-saving medicine, an Infilitrator with a tranquilizer pistol and disguise equipment, a Scout with an SMG and invisibility cloak, and a Bard with a guitar that buffs fellow teammates and debuffs crew. They're all solid picks, with Assault Trooper and Heavy Weapons in particular being simple, easy loadouts suitable for new operatives.
    • Alternatively, instead of a crate with preset gear, you can also order an uplink that comes with 12 syndicate currency and has a limited selection of gear. You're restricted to generic, all-job items, and even then, a few selections are unavailable, e.g. cloakers or more microbombs. That said, you still have useful staples like EMAGs, shotgun boxes, and a lot of utility items.

After you've gotten your weapons and tactics settled, get a green pinpointer PinpointerNuke.gif from either the bottom table or the topmost gear closet and turn it on. An arrow will appear on it, pointing in the general direction of the nuclear bomb.

Put on a spacesuit! The bomb site usually gets a hull breach one way or another, so you'll need it. All the loadout options besides the uplink come with a spacesuit, and the commander's starting uniform is spaceproof, so you should be set. If not, get one of the red spacesuits from the gear closets.

You start with an emergency O2 tank, and there's spares in the pod hangar in case you need any, so you're pretty set on air supply. If you think you might need some more O2 for longer trips or expect to have to fly through space without a Space Pod, you might want also get a jetpack from the gear lockers. These take up your backslot, but have much higher air capacity and allow free flight. Regardless, don't forget turn on your air supply.

Again, bring a green pinpointer PinpointerNuke.gif 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!

Rolling Out

Once you've got your spacesuit, weapons, and tactics down, it's time to actually haul the nuke and your Syndie asses onto the station. You have two main approaches for getting onto the station, each with their own ups and downs and special tactics, detailed below. Regardless of which path you take, be aware that pulling/pushing the nuclear bomb slows you down somewhat, so you may need to play some catchup with the nuke-carrier.

By Pod

You board some space pods with a nuke in one of the cargo holds and fly to the station through the pod beacons. It's faster than using jetpacks and requires less map knowledge, but there's higher risk of getting spotted since the syndicate pods are easy to spot. On top of that, if someone hijacks your pods, things can go wrong quite quickly depending on what said pods have.

Go to the hangar on the left side of the ship and load the nuclear bomb into any of the syndiputts, syndicate pods, and, if you're on an ocean-based map (i.e. Oshan), minisubs there by click-dragging the bomb's sprite onto the space pod's. Do the same with your own sprite to board the space pod. While you ideally won't see pod-on-pod combat if you're sneaky enough, it's a good idea to crowbar the pods open to arm them with the pod shotguns anyways. Plus, since the minisubs can travel on station tiles, if you arm them with shotguns, you essentially have a tank!

Before you leave, practice good pod security. Be sure to set your pod's lock code so enterprising crew members can't steal the pod or, worse, the nuke if you leave it in the pod's cargo hold. You can make it any 4 digit combo of numbers 0-9 and letters A-D you want; just make sure put in your notes through the Add Note command and tell your teammates the code. Also, after you set the code, don't forget to toggle the locking mechanism closed. No use setting it if you just leave it unlocked like a goofball.

Once you've secured the pod, create a wormhole to one of the station Pod Bay beacons. The specific beacon depends on the map and the area you need to take the bomb to (you remember it, right?); naturally, it's good idea to consult a map. Generally, you should avoid the main hangar beacon(s), since they tend to get a fair bit of traffic. When flying around the station, keep your distance and stay away from any windows to avoid the crew spotting you. For a stealth infiltration, it might be worth it to have a teammate warp to the Space/Sea Diner beacon and drop you off there. You then have them hide somewhere while you enter the station, whether through the Mining Shuttle on Space maps or just swimming to it on the Ocean maps.

Once you arrive at your desired location, don't forget to unload the bomb by unlocking the pod lock mechanism and click-dragging the pod sprite onto a tile. You'd be surprised how many people forget to unload it; it's a classic "fluke op" mistake.

By Listening Post

You teleport to the Listening Post and fly/swim to your destination while pulling the nuke. You have a bit more flexibility in where you can land, since you don't have to go to a pod beacon first, slightly reducing risk of detection. However, since the way from the Listening Post to the station isn't marked, there's high risk of getting lost.

Assuming you've your spacesuit and jetpack on, grab a teleporter remote from the bottom-most table in the armory; the remotes are specifically placed near those green bomb pinpointers. Stand on the teleporter pad in atrium of the Syndicate Battlecruiser (that's the room with the logo, remember) and use the teleporter remote. You'll arrive at the Listening Post's own telepad. You return to the cruiser in a similar way, by standing over the Listening Post telepad and using the remote. To teleport the nuke to the Listening Post, simply push it over the telepad and hit it with the teleporter remote.

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 ship, but there's no real weaponry to speak of there.

Once you're comfortable leaving and know who's pulling the nuclear bomb, head out the airlock. If you're on a Space-based map (i.e. Cogmap1, Cogmap2, Clarion, Atlas, ), press the Toggle jetpack button in the top left to ensure your jetpack can actually also propel you through space, instead of just acting like a standard air supply. If you're on a Seafloor-based map (i.e. Oshan Laboratory), you can move through the water without it on, but you might want to exchange your boots for the flippers by the external airlock so that you can move much faster.

Fly westward till you don't see any more asteroids, and turn north. You should end up somewhere near Mining or Escape, perhaps Cargo.

Fly westward. When you can't see any more asteroids, turn north. You should end up somewhere near Mining. You can then enter the station through the red airlocks in the lower left portion of Mining, where the Mining Shuttle docks, or fly west a lil' more and go through Escape.

Fly towards the northwest. You should end up below Mining, with its white airlocks with orange stripes, or Engineering, with a red airlock followed by a orange and yellow airlock. If you see ion thrusters, you're below one of the Electrical Substations, which have red airlocks.

You can then use the red airlock above the West Electrical Substation and go through the grey airlock to arrive at the maintenance areas surrounding Medbay. However, you can't access the Engineering & Mining airlocks with just your agent ID's maintenance access, so you'll need to EMAG them open or just blow them up down.

Fly due southwest. Hopefully, you end up somewhere around Crew Quarters A. You can then enter the station via an airlock above the Chapel.

Fly a little bit left (as in, as far as the solar array) and head upward. After a while, you should see a plus-shaped with a green light. From there, you can either head left towards the Ghost Drone Factory and proceed upward or go just a little bit leftward and then upward.

If you choose the former, you'll usually end up somewhere below Toxin Lab. If you choose the latter, you'll find another beacon of the exact same design, and if you head towards the top left/"northeast", you should end up somewhere around the Morgue or Arrival Dock. In either case, you can go through all the red airlocks you see.

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!
Total Syndicate Victory - The operatives have destroyed Space Station 13!

The authentication disk

NuclearAuthenicationDiskV2-32x32.gif

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 Scout and Infiltrator class crates both come with a red pinpointer PinpointerDisk.gif that tracks the authentication disk. Note that rather than giving out the precise coordinates, it gives general directions to the disk's location. If you are interested in obtaining the disk, it is highly recommended to get these loadouts, for they also come with tools for getting the jump on the disk-bearer.

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.
  • 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.
  • Be careful with the RPG, you don't want to hit your comrades with friendly fire or splash damage.
  • Don't forget your medical supplies! You are going to need them, guaranteed.
  • The Armory contains handy shotguns, stingers and flashbangs, among many other things. Even if you end up 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.
  • Even a just few girders or windows around the nuke can go a long way.

Sneaky Syndicate Infiltration

Feel like going undercover? Here are some tips.

  • Consider ordering an uplink or Infiltrator class crate so you can get a voice changer and/or 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.
  • Dress sensibly. Walking around with your tactical turtleneck visible is suspicious, and walking around with SWAT gloves, hi-grip assault boots, or your assault rucksack on is very suspicious.
  • The commander's office on the battlecruiser has a free sleepypen that can covertly knock someone out. Handy if you're not willing to get an uplink and buy one yourself. Why not ask the commander for it? (Or grab it yourself if you are the commander.)
  • The battlecruiser's sleeping quarters contains for making default grey backpacks and satchels, lockers of colorful generic clothing, and a couple of snazzy bandanas and berets. If you need something more sophisticated, considering getting a custom class uplink or Infiltrator class crate for a chameleon suit.

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 behavior 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.
  • 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.
  • The operatives' helmets and suits are acidproof, so you can't melt them off with acid to make the operatives weaker.
  • Their helmets and suits are also fairly chemical-resistant, rendering chemfoams, drinking glasses, and many other methods of deploying chems less effective against them.
  • Trying to irradiate the nukies is ill-advised because almost all their space suits have high radiation resistance. While the backup red space suit and helmet getup is a bit low on rad resistance, nukies wearing "specialist" clothing from the various class crates (like specialist operative combat dress, specialist combat helmets, or specialist heavy operative combat armor) are basically immune to radiation, and a commander who's wearing their starting great coat and cap, while not totally immune, is still fairly resistant.

Dealing with the Nuke

Before the Bomb is Armed

In the best case scenario, 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.

  • The nuke can be teleported by Telescience if it hasn't been armed yet.
  • The nuke slows you down slightly when pulling or pushing it, even for Cyborgs (who are normally immune to many pull/push movement speed penalties), so the redsuits you stole the bomb from do stand a chance of catching up to you if you don't try to impede their movement.

After the Bomb is Armed

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, the nuke cannot be disarmed or moved around; you need to destroy it in some manner. Some pointers:

  • The bomb can be destroyed by brute force alone, but it takes a lot of effort. A simple fire extinguisher or plain ol' blue toolbox can hurt it, but you'd probably want more high-powered gear (such as c-sabers, multiple laser guns or revolvers), since it has a good bit of damage reduction and roughly 150 "health".
  • It is immune to EMPs, including the EMP from the Electromagnetic Pulse mode of pulse rifles.
  • Don't try to blast or rocket the nuke. It is invulnerable to explosions.
  • Yes, the singularity created by the Singularity Generator can get rid of a nuclear bomb, though getting this to happen is another matter. The singulo will also not like it.

Of note: It's almost always a bad idea to detonate a bomb of your own (e.g. a TTV or a beaker bomb) near where the nuclear bomb is if there are still crew trying fight off the nukies defending it. More often than not, you'll hit more crew than nukies (in other words, it's Grief!), and if you try to ask them for permission to send in a bomb, they'll often miss your request in the heat of battle.

Supplementary Video

Jobs on Space Station 13
Command &
Security
CaptainNew64.gif Captain · HeadOfSecurityV2-64x64.gif Head of Security · HeadOfPersonnelV2-64x66.png Head of Personnel · ChiefEngineer64.png Chief Engineer · ResearchDirectorV2-64x70.png Research Director · MedicalDirectorNew64.png Medical Director

TankTopSecurityOfficer.gif Security Officer · DetectiveNew64.png Detective · SecurityAssistantNew64.png Security Assistant

NanotrasenSecurityOperativeWithSuit68.gif Nanotrasen Security Consultant

Medical &
Research
MedicalDoctorNew64.gif Medical Doctor · MedicalAssistantNew.png Medical Trainee · RoboticistNew64.png Roboticist · Genetics wiki big.gif Geneticist

ScientistV3-64x64.png Scientist · ResearchAssistantNew.png Research Trainee

Engineering EngineerCoatNew64.png Engineer · TechassistantNew.png Technical Trainee

QuartermasterNew64.png Quartermaster · MinerV3-64x64.png Miner

Civilian

AssistantNew64.png Staff Assistant · JanitorNew64.png Janitor · ChaplainNew64.png Chaplain · MailmanV2-64x64.png Mail Courier · RadioHostV2-64x64.png Radio Host · MimeNew64.png Mime

Chef64new.png Chef · BartenderNew64.png Bartender · BotanistNew64.png Botanist · Rancher2.png Rancher

ClownNew64.png Clown

SousChefV2-64x64.png Gimmick jobs

Silicon AIV3-64.gif Artificial Intelligence · CyborgV3-64x64.gif Cyborg
Jobs of the Day Dungeoneer64x64.png Dungeoneer · BarberV2-64x64.png Barber · WaiterV2-64x64.png Waiter · LawyerV2-64x66.png Lawyer · TouristNew64.png Tourist · MusicianV2-64x64.png Musician · BoxerV2-64x64.png Boxer
Antagonist Roles With own mode Arcfiend64x64.PNG Arcfiend · BlobOvermind64.png Blob · AbominationAnimated64x96.gif Changeling · GangLeaderV2-64x68.png Gang Member · Featherdrone-flockmind.gif Flockmind (Featherdrone-flocktrace.gif Flocktrace) · SyndicateAssaultTrooperV3-64x64.png Nuclear Operative · SpyThiefV2-64x64.png Spy Thief · TraitorNew64.png Traitor · HeadRevolutionaryV2-64x64.png Revolutionary · VampireV2-64x64.png Vampire (VampThrallV3-64x64.png Thrall) · WizardNew64.gif Wizard
Others HardmodeTraitorNew64.png Sleeper Agent · WerewolfV2-64x68.png Werewolf · WraithV2-64x64.png Wraith (Poltergeist64.png Poltergeist) · WrestlerV2-64x64.png Wrestler · PredatorV2-64x64.png Hunter · GrinchMitch.png Grinch · KrampusSquish.gif Krampus · OmniTraitorV2-64x64.gif Gimmick antagonist roles
Special Roles Drone64x64.png Ghostdrone · MonkeyResprite64.png Monkey · SpaceMouse64.png Critter · GhostV3-64x64.png Ghost · CluwneNew64.png Cluwne · SantaClausV2-64x64.png Santa Claus