Nuclear Operative
UNDER CONSTRUCTION
Blukey's guide to being a Nuke Op.
You are the Nuclear Operative!
So, you just spawned in a big red ship with 4 other guys. Excellent.
You might be a highly trained team of ninja badasses are a bunch of bumbling idiots, but so I can almost certainly guarantee that you, and your comrades will all die horribly hilariously.
Antagonists |
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Difficulty |
Very Hard |
Supervisors |
The Syndicate. Your Team Leader |
Access |
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Duties |
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Guides |
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This guide, duh. |
Let's Get Started
Important Warnings
We'll get more in depth with these things later in the guide, but here is a simple list of what to do, and what not to do.
DO:
- Ask questions if you are unsure.
- Read this guide fully.
- Equip your internals and suit before you leave.
- Try not to die. (Hah.)
- Communicate and keep active on the radio.
- Backup your team.
- Obey your leader.
- Stick to the plan.
Pray for Clown masks.- Activate your explosive implant if captured, to stop the crew using your items against your team.
- FOLLOW YOUR DAMN PINPOINTER!
- Get dat fukken disc!
DON'T:
- Kill your comrades. (Free express ticket to Banville, Population: You.)
- Subvert the AI and then place a powersink.
- Think you're invincible because you have shiny red armour.
- Jump out of the Syndicate Shuttle while it's in transit.
- Place a live syndi bomb on the Syndicate Shuttle.
- Prime a mini bomb and forget to throw it.
- Go undercover and wear your syndie headset.
- Run at the Captain and beg for the disc.
- Spend all the TC on balloons.
- Be afraid to pump a Security Officer who's tasing you full of lead.
- Spend all the TC on soap.
- Drop your gun in front of an Assistant.
- Space the nuke
- Hide the nuke disc from your team.
- Create a breach without a space suit.
- Forget to stand back from a syndi bomb.
- Set the nuke on the Syndicate Shuttle.
- LEAVE THE DISC IN THE NUKE! (Bad memories. Bad memories.)
Mission Plausable
You see that thing? Yes, the green disc. You want that. You need that to complete your mission and make the station go boom. Pretty green and shiny... So, it's going to be easy, right? WRONG!
Well, maybe, if you have the skills required, but you probably don't, since you're reading this guide.
Turn to the other Nuclear Operatives, and ask the leader for the plan. Usually, they will say something about donating your telecrystals. The radio you start with is actually a Syndicate Uplink, place that in the machine in front of you, and donate all of your telecrystals using the buttons. Leave the uplinks in the machine, and wait until they either redistributes them, or do something else. With this step done, ask the leader your plan, and buy gear accordingly. If you have spawned as the leader, ask if there is anyone who is experienced, and swap uplinks.
Discuss your individual roles with the leader. Ask if you will split up or stay in a large group. Splitting up allows you to tackle multiple areas simultaneously, increasing your chance of getting the disk holder, and in the event that you are defeated, the other members can continue. Staying together increases your safety, allowing you to tackle most threats far easier than one or two operatives would be able to. There are many different tactics that a Nuclear Operative team can use.
- Bombing and destroying tcomms. Using a bomb on the outside is advised, as entering tcomms will alert the AI via his motion tracker. Having two operatives carry this out while the others wait for the signal and raid the armoury or infiltrate the station.
- An expensive route is for the leader to purchase a Syndicate Cyborg. These function as a sixth member of the team, and come equipped with a variety of dangerous weapons, like e-swords and ebows. They also have control over the station's systems, and can bolt and unbolt doors, along with a variety of other things. Be sure to raid the armoury and dispose of their Ion Rifle, remembering to avoid bringing your own ion rifle as to negate friendly fire.
- Teleporting in by having the leader purchase a teleporter circuit and turning the Captain into swiss cheese with your guns is an uncommon but extremely effective method. Most of the crew will most likely be extremely angry, and you probably shouldn't do it too much, or it takes the fun out of infiltrating the station.
- Going undercover with voice changers and chameleon jumpsuits can be fun, but only if you have a skilled team. Or scrap the voice changers and convince the crew that you're a family of five assistants. The Captain usually doesn't find it very funny when you pretend you're the "Disc Inspectors".
- Buying a mech is quite unexpected, but like the Syndi Borg method, be sure to get rid of the Ion Rifle in the armoury. Mechas are extremely powerful, but only so when they're protected by the other operatives. Combining it with taking out tcomms can give you a few minutes until the whole station is aware of your Mecha's existence. Don't expect it to stay a secret for long, since the Mecha is noisy and equipped with all kinds of weapons.
- Or you can just pray for Clown masks, get them, then emag the door, firing shots left and right with an L60, until you get stunned and die the most glorious death via repeated application of a toolbox to the face. You will go down in the Nuclear Operative Archives as the best operatives to ever grace the station.
Your Loadout
The gear is the defining and most important part of your mission. You have a wide selection of Syndicate endorsed technology to choose from before you disembark from your ship. So it's time to spend your TC wisely, as you have a limited amount, and if you don't spend them carefully, you can find yourself down Assistant Creek without a stunprod, and there's no way to get them back. Or you could buy an emag, plant a powersink, space your emag when you find out it doesn't work, and spend the rest on C4. (Don't do that.) You come equipped with an agent card, which can be customised with any name and job that you wish. My personal favourite is DISKMCGET, PROFESSIONAL DISKGETTER. If you prefer the more stealthy route, swiping an agent card against another ID card will scan and copy the access. Be warned though, the AI will not be able to track you on its cameras. The various guns serve their different purposes, and you start with a Stetchkin Pistol. A double e-sword, created by combining two e-swords is extremely versatile, and can reflect taser and laser shots, if you choose this, be sure to cover your team and take the lead. The power sink is an effective tool, draining power from the entire station, turning a crowbar into an all-access ID card.
Guard These With Your Life
There a few things that come free of charge, and are priceless when it comes to being a successful team, and that does not mean that you should toss them out the airlock.
- A Stetchkin Pistol and an extra magazine. Vital for all Nuclear Operatives. You need atleast some form of ballistic weaponry, and while the Stetchkin may not be powerful, it is versatile. A trusty weapon that you shouldn't leave the ship without.
- A jet harness that utilizes O2. Note that it is called a jet harness, as it can fit inside your backpack. This is a vital part of your internals system, so without it, you won't be able to breathe or maneuver yourself in space. Be sure to fill it up fully at the 02 canister. Don't use it too much, or you'll find yourself out of breath. And you'll be dead, that too.
- A Syndicate Mask. This functions as a breathmask, and looks badass too, so you'll need it to breathe in space.
- Tactical Turtleneck. You need to wear a shirt to hold your pockets, belt and ID slot. It also looks cool.
- Armour and a SWAT helmet. These can fit in your backpack, so store them away while you wear your hardsuit. When you reach the station, swap your hardsuit for the armour, which will allow you to move a lot faster, extremely useful in dodging tasers and fleeing the bloodthirsty mob chasing you. The SWAT helmet provides more protection, but the hardsuit helmet prevents flashbangs.
- A crowbar. You'll need this if you're planting a powersink, to open the doors that have been depowered.
- A military belt. This should hold everything you need, from Stetchkins to C4 to crowbars, screwdrivers and double e-swords, do NOT leave without it.
- An agent card. Free of charge, you are able to forge any name and job you want. It can only be used once. You are able to copy the access of ID's by swiping your agent card over it.
- A military PDA. There is only one of these for the team, so hold onto it. Equipped with a Detomatix cartridge to bomb other people's PDAs, with a chance of exploding your own. It can also remotely open the shuttle doors, so it proves quite useful.
- Any tools you'll need, like a screwdriver for a powersink, or a wrench for a syndibomb, can be found in the tool vendor.
- DO NOT FORGER YOUR PINPOINTER. Said pinpointer will lead you to your objective. The Nuclear Authentication Disc. Even more importantly, it will lead you to the station when the shuttle jumps.
Lock N' Load
Here's a list of the most important Syndicate Items that are available to you. Only ones that you may actually need are listed.
Stealthy Stuff
Everything an Operative needs to remain undetected.
Tons O' Guns and Shields N' Swords
If there's one way you can define a Nuke Op, it's by their weapons.
Appearance | Name | Cost | Function | Strategy |
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Stetchkin Pistol | Free | A versatile weapon. A magazine to the head will put a target in the ground in a matter of seconds. Can be equipped with a silencer, making it a stealthy killer. Deals 25 damage per bullet. | The iconic Nuclear Operative weapon. It comes free of charge, so every Nuke Op should have one. 4 bullets is enough to put an unarmoured opponent into crit. It's always a good weapon to pull, since many people don't expect you to use it over other weapons. | |
C20r SMG | 14 TC | Only available to Operatives. Any bullet from this gun that connects with a target will knock them down, giving you ample time to finish them off in close combat with an e-sword. Deals 20 damage per shot. | Another iconic weapon, this can be used to stem the hordes that will inevitably hunt you down. Each hit from this will knock them down, not allowing them to use any weapons against you. Extremely effective when paired with an Energy Shield. | |
File:C90gl.png | C90gl Assault Rifle | 18 TC | Only available to Operatives. This gun is sure to rip Security to shreds. It deals a stunning 35 damage, which will put you down if a mere 3 bullets connect with an unarmoured victim. It loses the ability to knock someone down, and comes with a grenade launcher, which deal 80 brute damage each. | This weapon is great against individual opponents, and when paired with an energy shield, you become unstoppable, able to reflect incoming attacks while decimating their ranks. The grenade is excellent to take out a group that has bunched up, if you have a good aim, you can take out multiple hostiles with one grenade. |
Bulldog Semi-automatic Shotgun | Free | Only available to Operatives. Found in a locker on the Syndicate Spaceship, these all come loaded with stun rounds. They can fit in your backpack, so they're good when you find yourself out of ammo, and having to retreat. They can be loaded with a variety of different ammo types, such as Stun Slugs, Buckshot and Dragon's Breath. | Use as a last resort, unless buying special rounds like Buckshot or Dragon's Breath. An often forgotten gun, it can pack a punch when used correctly. Use at a close range, as they lose effectiveness at long and medium distances. | |
L6 SAW | 40 TC | Only available to Operatives. Extremely expensive and powerful. Bullets deal 60 damage, extremely effective when fired down a hallway at approaching NanoTrasen staff members. This gun is a risky gamble, as it costs a great amount of TC, and if stolen, can be catastrophically used against the team. | Spray and pray with this baby. People will be more worried about dodging the bullets than shooting you. Effective at covering your team or holding a chokepoint, it's a force to be reckoned with. You should rarely have to buy a second mag, as by the end of the first magazine, you, the crew, or both of you will be dead or fleeing. | |
File:Flamethrower.png | Flamethrower | 11 TC | Only available to Operatives. This thing fires ignited plasma at high velocities towards its targets. If you ever wanted to roast those NanoTrasen pigs and make some bacon, now's the time. | Almost never used. Stop people from moving through key chokepoints by filling it with hot plasma. If you see people bunched together in a small room, purge them with your cleansing fire. The designated shooter of this weapon should cover his team's path with the flames once they've retrieved the disc. |
Biohazardous Chemical Sprayer | 20 TC | Only available to Operatives. Holds a nasty cocktail of bad stuff, which will debilitate and destroy those who ingest it. Combining it with other weapons is a guaranteed trip to the morgue for anyone without internals. | Almost never used, like the flamethrower. The chemicals used in this bad boy are:
All of this is only effective if the targets are not prepared and are not using internals. Be sure to let your team know, so they may use their own internals to avoid the affects of the sprayer. | |
Energy Sword | 8 TC | Murdering people. Activate it, walk up to your target, hit them until they stop moving. An unarmoured opponent will be sleeping with the Space Carp in three hits. It has a high chance of knock down or knock out. Has a small chance of reflecting tasers and lasers back the way they came when activated. | A double e-sword is usually better, but this can serve a purpose for those who want to buy other equipment. With an e-shield you can blast people down with a Bulldog or Stetchkin, and engage in melee with your sword. | |
File:Doublesword.gif | Double Energy Sword | 16 TC. Created by joining two Energy Swords together | Murdering people, with double the efficiency. Activate it, walk up to your target, hit them until they stop moving. An unarmoured opponent will be paint on the floor in four hits. It has a very high chance of knock down or knock out. Always reflects tasers and lasers back the way they came when activated. | An absolute beast. This thing will tear right through Sec. No one has a chance against you, but you give up most of your ranged combat ability. Be sure to take the lead, covering your teammates and being sure not to get shot in the head by your fellow Operatives. |
Energy Shield | 16 TC | Only available to Operatives. This must be activated to be effective. Always reflects tasers and lasers back the way they came when activated. Allows you to fire guns whilst having the reflective properties of a double e-sword. | Paired with a C20, or even better, a C90gl, will allow you to be a tank. With that combination, you can deflect incoming attacks headed towards your team whilst spraying grenades or bullets. Or, if you can't afford that, a Stetchkin, Bulldog, or Energy Sword will suffice. |
You're Gonna Need Some Ammunition
Guns are great, until you hear the clicking sound when it has no ammo. These things help prevent that.
Appearance | Name | Cost | Function | Strategy |
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10mm Magazine | One comes loaded into your Stetchkin, and you get another spare mag with it. More can be ordered for 1 TC each. | Load up the Stetchkin. Contains 8 bullets, dealing 25 brute damage each. | Load the Stetchkin with this. | |
File:12mmMag.png | 12mm Magazine | One comes loaded into your C20. More can be ordered for 2 TC each. | Only available to Operatives. Load up the C20r. Contains 20 bullets, dealing 20 brute damage each. | Load the C20r with this. |
File:5.45mm.png | 5.45x39mm Magazine | One comes loaded into your C90gl. More can be ordered for 2 TC each. | Only available to Operatives. Load up the C90gl. Contains 30 bullets, dealing 35 brute damage each. | Load the C90gl with this. |
File:40mmGrenade.png | 40mm Grenade Box | One grenade comes loaded into your C90gl grenade launcher attachment. More boxes can be ordered for 4 TC each. | Only available to Operatives. Load up the C90gl. Contains 4 grenades, dealing around 80 brute damage in an area when detonated. | Load the C90gl grenade launcher attachment with this. |
File:StunSlug.png | Stun Slug Drum Magazine | One comes loaded into your Bulldog. More can be ordered for 2 TC each. | Only available to Operatives. Contains 8 slugs, dealing 5 brute damage each and stunning anything it touches for 10 seconds. Unlimited range. | Load the Bulldog Semi-automatic Shotgun with this. This is a decent weapon for those who can't afford more expensive options. It would take 20 slugs to down an unarmoured victim, so it is not recommended for those who wish to lethally dispose of their opponents. |
12 Gauge Buckshot Drum Magazine | 2 TC | Only available to Operatives. Contains 8 buckshot shells, dealing 75 brute damage when all pellets connect with their target. At larger ranges, the damage decreases rapidly. | Load the Bulldog Semi-automatic Shotgun with this. An effective weapon for rushing the Bridge. If you can get close enough to people, you can gun them down in the hallway. Once you reach the Captain's Office or the Teleporter, you can fortify and blast anyone who comes through the door, since it can take out most opponents in two rapid shots. Use this ammo if you trust your aim. | |
12 Gauge Dragon's Breath Drum Magazine | 3 TC | Only available to Operatives. Contains 8 slugs, dealing only 20 brute damage when all pellets connect with their target. The special part is that the pellets leave a trail of flames, which dissipate quickly. If a target is struck, or walks into the flames, they will be set on fire. | Load the Bulldog Semi-automatic Shotgun with this. An odd weapon. Fire this into a crowd to send them running the other way. Use it against high value targets. They'll either have to roll to put out the fire, letting you take them out, or they'll burn to death. | |
7.62x51mm Magazine | One comes loaded into your L6 SAW. More can be ordered for 12 TC each. | Only available to Operatives. Load up the L6 SAW. Contains 50 bullets, dealing 60 brute damage each. | Load the L6 SAW with this. |
Making an Explosive Impression
You're going to need some explosives. Wall in your way? Blow it up? HoS shooting at your comrades? Blow him up. Station full of NT scum? Blow it up. Every Many situations can be solved with explosives.
Kickass Technology
These gadgets serve a variety of purposes, from draining the power of the station, to seeing people through walls.
Appearance | Name | Cost | Function | Strategy |
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File:Powersink.gif | Power Sink | 10 TC | Drains all the energy of the station. It has to be connected to the main power grid, so put it somewhere in maintenance. Screwdriver it in, and activate it. It will take some time for the effect to be noticeable, but soon, the station will be pitch black. Be aware that it emits a bright light, so be sure to check on it every now and then to ensure it has not been removed. Using a crowbar on any unbolted door when all the power has been drained will open it. The power sink can be easily removed by deactivating it and screwdrivering it. | One of the most effective tools a team can use. It will drain all the power completely, when placed and activated. Use this confusion to crowbar the doors and grab the disc. The lights should deactivate, which will help you strike under the cover of dark. Remember to bring a crowbar for the doors, a screwdriver to place the powersink and night vision goggles to see. If you have Thermals, use them instead of the night vision goggles, as you will be able to see people through walls. |
File:SingoBeacon.gif | Singularity Beacon | 14 TC | Used like the powersink. Screwdriver it to a wire, then activate it. This will attract the Gravitational Singularity at a notiecable speed. Once placed down, it cannot be picked back up, so be sure to only deploy it when it's needed. The singularity needs to be loose from the field for it to be attracted by the beacon, so make sure it's free. | You would most likely only want to use this if it was to take out Security or Escape. It can be rather effective if you break into Engineering, free the singo, set it up and watch it wreak destruction. Then you can get the disc while everyone's running from the singularity. |
Cryptographic Sequencer | 6 TC | This thing is useful. Extremely useful. The only downside is that if anyone sees you with one, Security will beat your brains out the other side of your skull with their batons and toss your desecrated body out of an airlock and into space. It will force doors open permanently, permanently bolt bolted doors, and break the locks on lockers. It has multiple different uses on machinery; like overloading the safety restrictions on the crusher or holodeck console, or allowing discussion with the {REDACTED} via the {REDACTED}. It can be used to subvert Cyborgs to the owner of the emag by unlocking the console, crowbarring it, and then emagging the interface. | This thing is invaluable if you're not using a powersink. It'll let you into every place you want to go, except bolted areas. Be sure not to emag bolted doors, unless that's what you want, because once a bolted door is emagged, the bolts aren't ever going back up. Remember to bring C4 along, since the AI can bolt doors around you. | |
File:Meson.png | Thermal Imaging Glasses | 6 TC | One of the best traitor items. It is disguised as a pair of "Optical Meson Scanners", so wear a mask, or be an Engineer. These allow you to see all mobs, including Silicons through walls. Useful for seeing a Security ambush or waiting for your target to come by. It's almost impossible to surprise you with this item. | Very useful as a Nuclear Operative, even more so when used in conjunction with a Power Sink. You can avoid Sec or launch surprise attacks on the disc holder. It's a good gadget for an Operative to have, guaranteed to never let you down. |
File:Viscgrenade.png | Viscerator Grenade | 8 TC | Only available to Operatives. This grenade disperses 5 viscerators; flying rotors which will chase and slice anyone that's not a member of the Syndicate. These will deal a moderate amount of damage, and can actually kill unarmoured crew members. An effective weapon for dispersing crowds. | This thing is a beast when it comes to clearing out an area. Lob one of these in, and it'll send the NanoTrasen rats running the other direction, giving you time to take out the important members of the staff. It's a bit costly for its effect though, so only purchase it if you know you can use it effectively. |
File:Syndibutton.png | Syndicate Detonator | Free. Another can be ordered for 3 TC. | Only available to Operatives. Yes. A big red button. This big red button does exactly what you would think. It makes stuff blow up. To be precise, all live Syndicate Bombs will explode when this is detonated. | Big red buttons. What more could you want. Use this button to cut down on the timer for bombs, or coordinate the explosions, so you can have separate teams strike at the same time. |
Utility Items
These items are useful, serving many different purposes that don't fit into their own category.
Appearance | Name | Cost | Function | Strategy |
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EMP Kit | 5 TC | A kit with all the things you need to defeat electronic resistance you may encounter, and can help perform a variety of tasks, such as disabling radios, damaging cyborgs, opening doors, and messing with cameras. This kit comes with two EMP grenades, which you can activate and throw, a ranged attack that most will not see coming. The implanter allows you to trigger an EMP twice, using your mind. This is extremely effective against borgs. The flashlight will cause an EMP against whatever it strikes, and contains 4 charges, which regenerate over time. | It can be pretty useful against Cyborgs, and those grenades can drain the power from the weapons of Security. If a Sec Borg is trying to arrest you, set the implant off, and get out of there. An effective kit to use against your foes. | |
Binary Translator Key | 5 TC | Used to listen into the binary channel, used by Cyborgs and the AI. Screwdriver your headset, and refit the keys to use it. | Quite effective if you wish to know what the AI is doing, if he's sent borgs after you, and other important information. | |
Artificial Intelligence Detector | 1 TC | Used to know when the AI is watching you. It will go red when an AI is looking at you, so keep it in an area where you can watch it. It also functions as a multitool, so you can use it if you can't find one yourself. | It can be useful for Operatives, both loud and quiet. Always good to know when to make a break for the disc, or kill someone. | |
Hacked AI Upload Module | 14 TC | Customise this with whatever you want, then place it in an AI upload console, to upload your new law. This law is higher priority than any other law, and any other hacked laws will descend in priority. | Subverting the AI is a very enticing option. It turns your greatest enemy into your most powerful companion. This should keep the borgs off your backs too. | |
File:Circuit board.png | Teleporter Circuit Board | 40 TC | Only available to Operatives. Used to complete the broken teleporter on your ship. Just slot it in and finish the construction and you'll have a fully working teleporter, able to teleport into the bridge, or anywhere else you might need. | An expensive option, but devastating if used correctly. It eliminates having to infiltrate the station, and it'll give the crew quite a shock when they see you appear suddenly. But they'll probably be dead soon. |
File:SyndiMedKit.png | Teleporter Circuit Board | 9 TC | Only available to Operatives. Contains a variety of medical supplies to keep your fellow Ops alive and kicking. | A good choice for those who have chosen to support the team. The contents are as follows:
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Rock 'Em Sock 'Em Robots
Sometimes you just need to get some good old mechanical power to help you out.
Let's Put it Into Practice
So that's the theory part down, not to put it into practice. In this section we'll be discussing a number of things, from maneuvering into and about the station, to the many dangers you will face on your mission.
Getting to the Station
Time to get to the fukken station. Here you'll learn how to move the ship, and how to enter the station.