Difference between revisions of "Nuclear Operative"

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m (Antagonist portrait.)
(Updated page in accordance with recent nuke round changes.)
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* Your very own uplink disguised as a station bounced radio.
* Your very own uplink disguised as a station bounced radio.
* You are also implanted with a [[Syndicate Items#Microbomb Implant|microbomb]].
* You are also implanted with a [[Syndicate Items#Microbomb Implant|microbomb]].
===Toys for big boys===
In addition to the gear everybody spawns with, Syndicate operatives have access to other free goodies:
Cockpit:
* A [[Syndicate Items#Sleepy Pen|sleepy pen]]
* A box of [[Syndicate Items#Syndicate Donk Pockets|Syndicate donk pockets]]
Corridor:
* One set of [[Syndicate Items#Syndicate Command Armor|command armor]]
* [[Security Objects#Sunglasses|Sunglasses]] and [[Security Objects#Optical Thermal Scanner|thermals]]
* A crate of gas grenades. Filled with [[Chemistry#Poisons and Toxic Shit|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 [[Doctoring#Drugs|atropine]].
* An uniform manufacturer to make less conspicuous clothing with
Equipment room:
* Standard-issue red space suits and [[jetpack]]s in personal closets
* A [[PDA]] with a built-in [[Syndicate Items#Detomatrix Cartridge|Detomatrix]] cartridge, a box of [[Security Objects#Flashbang|flashbangs]] and multiple green pinpointers (solitary closet)
* Several [[Syndicate Items#Thermite Breaching Charge|breaching charges]]
Medical bay:
* Medical supplies and sturdier robot limbs (run faster, rip apart handcuffs)
Storage room:
* Several [[Murder#MPRT-7|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 [[General Objects#Fanny Pack|fanny packs]] and [[Clothing#Belt|utility belts]]
* A crate of [[General Objects#Emergency Oxygen Tank|emergency oxygen tanks]]
* Miscellaneous supplies, such as regular tools and all the components required to craft [[Construction#Stun gloves|stun gloves]] (power cells are stored in the equipment closets)
Hangar:
* A fully-loaded Syndicate pod. It's heavily armored, seats 2, and can be upgraded with [[Space Pod#Ballistic System|twin-linked shotgun cannons]] and the [[Space Pod#SEED|S.E.E.D]]. Can be locked with a 4 digit keycode.
* Two Syndicate miniputs. They seat one, are armored fairly well and can be equipped with the same upgrades. Can be locked with a 4 digit keycode.
* An O2 canister to top off your jetpack from


===Now what?===
===Now what?===
Take off your helmet and body armor 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 nuclear bomb. 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.
Take off your helmet and body armor 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 green pinpointer and turn it on. An arrow will appear on it, pointing in the general direction of the nuclear bomb. 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. To use it, simply type:
You've also got a secure radio channel for speaking to your comrades. To use it, simply type:
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*'''<code>say :h I'm about to activate the nuke in security. Let's do this, boys!</code>'''
*'''<code>say :h I'm about to activate the nuke in security. Let's do this, boys!</code>'''


===Toys for big boys===
==The authentication disk==
In addition to the standard revolvers and red spacesuits, Syndicate operatives also have access to other free goodies:
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.


* One set of [[Syndicate Items#Syndicate Command Armor|command armor]]
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.
* Several [[Murder#MPRT-7|rocket launchers]]. Will absolutely ruin someone's day if used correctly. If you can see what you're shooting at, you're inside the blast zone.
* A fully-loaded Syndicate pod. It's heavily armored, seats 2, and can be upgraded with [[Space Pod#Ballistic System|twin-linked shotgun cannons]] and the [[Space Pod#SEED|S.E.E.D]]. Can be locked with a 4 digit keycode.
* Two Syndicate miniputs. They seat one, are armored fairly well and can be equipped with the same upgrades. Can be locked with a 4 digit keycode.
* One pair of [[Security Objects#Optical Thermal Scanner|thermals]]
* A box of [[Syndicate Items#Syndicate Donk Pockets|Syndicate donk pockets]]
* A box of [[Security Objects#Flashbang|flashbangs]]
* A crate of gas grenades. Filled with [[Chemistry#Poisons and Toxic Shit|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 [[Doctoring#Drugs|atropine]].
* Several [[Syndicate Items#Thermite Breaching Charge|breaching charges]]
* A [[PDA]] with a built-in [[Syndicate Items#Detomatrix Cartridge|Detomatrix]] cartridge
* A couple of [[General Objects#Fanny Pack|fanny packs]]
* Miscellaneous supplies, such as insulated gloves and regular tools


===The listening post===
==The listening post==
Grab the audio log in the bottom left corner of your shuttle. Play it. It will tell you where to move to nuke to. 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.
Grab the audio log in the bottom left corner of your shuttle. Play it. It will tell you where to move to nuke to. 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.


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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.
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. Also bring a pinpointer for locating the nuke when necessary. The crew might steal the pod it's loaded in or the bomb itself, you never know!'''
'''Don't leave the listening post without the teleporter remote and agent card, or you won't be able to get back in. Also bring a green pinpointer for locating the nuke when necessary. The crew might steal the pod it's loaded in or the bomb itself, you never know! This is also why you should [[Space Pod#Other|lock]] all of your pods!'''
 
'''Remember''': the green ([[File:PinpointerNuke.gif]]) pinpointer tracks the nuclear bomb, the red ([[File:PinpointerDisk.gif]]) model the authentication disk.


==Going in hot==
==Going in hot==
Eliminate all hostiles and secure 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 Officer|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.
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 Officer|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==
==Trigger the nuke==
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* Move the nuke to the designated area. If you haven't done so already, play the audio log on the Syndicate shuttle or use the ''notes'' command, which contains the same information.
* Move the nuke to the designated area. If you haven't done so already, play the audio log on the Syndicate shuttle or use the ''notes'' command, which contains the same information.
* 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.
* 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.
* Defend the nuke for 5 long minutes. It's all or nothing!
* Insert the authentication disk if you have it.
* Defend the nuke for 8 (resp. 5) long minutes. It's all or nothing!
* Gloat over the radio and vanish in a cloud of radioactive fire!
* Gloat over the radio and vanish in a cloud of radioactive fire!
<br>
<br>
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==Sound Syndicate strategies==
==Sound Syndicate strategies==
* All Syndicate pods come equipped with a [[Space Pod#Other|hatch locking mechanism]]. Make use of it!
* Feel like going undercover? Consider ordering a [[Syndicate Items#Voice Changer|voice changer]], [[Syndicate Items#Chameleon Suit|chameleon suit]] and [[Syndicate Items#DNA Scrambler|DNA scrambler]]. Use the scrambler and make the agent card match your new identity. Try to keep a low profile. A [[Staff Assistant|greyshirt]] walking around with a jetpack and insulated gloves tends to catch the attention of any competent security officer.
* 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.
* 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. You'll be glad you did!
* Feeling unsubtle? Consider buying extra ammo for your revolver or a [[Syndicate Items#Shotgun Box|shotgun]]. You'll be glad you did!
* It is always a good idea to grab a [[Syndicate Items#Syndicate Donk Pockets|donk pocket]] or two in case things go south. There's a whole box of them next to the microwave on your shuttle.
* 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 [[Syndicate Items#Stealth Container|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!
* Need more inventory space? If the fanny pack isn't sufficient to store all of your gear, consider [[Syndicate Items#Stealth Container|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!
* Riot storage lockers, located in the [[Security_(place)#Armory|armory]], contain handy [[Security Objects#Riot Shotgun|shotguns]] and flashbangs. I bet you could access them from space somehow!
* Riot storage lockers, located in the [[Security_(place)#Armory|armory]], contain handy [[Security Objects#Riot Shotgun|shotguns]] and flashbangs. Even if you do nothing with that stuff but to space it, 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.
* Consider turning the AI to your side, if you have the time and ability to do so.
* Feel like going undercover? Consider ordering a [[Syndicate Items#Voice Changer|voice changer]], [[Syndicate Items#Chameleon Suit|chameleon suit]] and [[Syndicate Items#DNA Scrambler|DNA scrambler]]. Use the scrambler and make the agent card match your new identity. Try to keep a low profile. A [[Staff Assistant|greyshirt]] 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|bridge]], [[Security_(place)|security]], the [[Medical Objects#Cloning Scanner|cloner]], and the [[AI]].
* Beware of security or vigilantes in space suits or pods! They can really ruin your day.
* Beware of security or vigilantes in space suits or pods! They can really ruin your day.


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* 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!
* 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.
* 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 [[Clothing#Tactical Turtleneck|tactical turtlenecks]], as doing so will likely get you killed.
* Don't wear Syndicate clothing, like red space suits and [[Clothing#Tactical Turtleneck|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.
* 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 weapons has already been deployed, eliminate all redsuits defending it or at least drive them away. Get someone with [[screwdriver]] to loosen the bomb's floor bolts, which will trigger a motion alert and drop the countdown to 60 seconds. Move the nuke off the main [[z-level]] or destroy it (e.g. with the [[Waste Disposal|crusher]]) as soon as possible to avert certain death.
* If the weapon has already been deployed, eliminate all redsuits defending it or at least drive them away. Insert the [[Authentication disk|authentication disk]] if available to buy you three more minutes. Now dispose of the nuke 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 explosives or multiple laser guns) to do so.
** The bomb can be destroyed by brute force alone, but it takes a lot of effort and high-powered gear (such as [[Syndicate Items#Cyalume Saber|eswords]], multiple laser guns or revolvers) to do so. It is also susceptible to [[Syndicate Items#EMP Grenades|EMPs]].
** 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 [[Waste Disposal|crusher]]) as soon as possible to avert certain death.
** Don't try to blast or rocket the nuke, it is invulnerable to explosions.


==Supplementary Video==
==Supplementary Video==

Revision as of 15:38, 1 October 2015

Joboper.png

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:

Cockpit:

Corridor:

  • One set of command armor
  • Sunglasses and thermals
  • A crate of 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.
  • An uniform manufacturer to make less conspicuous clothing with

Equipment room:

Medical bay:

  • Medical supplies and sturdier robot limbs (run faster, rip apart handcuffs)

Storage room:

Hangar:

  • A fully-loaded Syndicate pod. It's heavily armored, seats 2, and can be upgraded with twin-linked shotgun cannons and the S.E.E.D. Can be locked with a 4 digit keycode.
  • Two Syndicate miniputs. They seat one, are armored fairly well and can be equipped with the same upgrades. Can be locked with a 4 digit keycode.
  • An O2 canister to top off your jetpack from

Now what?

Take off your helmet and body armor 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 green pinpointer and turn it on. An arrow will appear on it, pointing in the general direction of the nuclear bomb. 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. To use it, simply type:

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

The authentication disk

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.

The listening post

Grab the audio log in the bottom left corner of your shuttle. Play it. It will tell you where to move to nuke to. 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.

All set? To exit the shuttle, stand on the teleporter pad and use your teleporter remote. This will take you to the listening post. You return to the shuttle in the same way. The station is to the north-west of the listening post. Fly left until you're clear of the asteroids, and then fly north. This should take you close to escape wing.

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. Also bring a green pinpointer for locating the nuke when necessary. 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.

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

Nuke.gif

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 haven't done so already, play the audio log on the Syndicate shuttle or use the notes command, which contains the same information.
  • 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 8 (resp. 5) long minutes. It's all or nothing!
  • Gloat over the radio and vanish in a cloud of radioactive fire!


Stationexplode.gif

Sound Syndicate strategies

  • 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.
  • 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!
  • Riot storage lockers, located in the armory, contain handy shotguns and flashbangs. Even if you do nothing with that stuff but to space it, 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.

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 dispose of the nuke 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) to do so. It is also susceptible to EMPs.
    • 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.
    • Don't try to blast or rocket the nuke, it is invulnerable to explosions.

Supplementary Video

{{#widget:YouTube|id=U47Tdf6QPis}}

Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus