Nuclear Operative

Revision as of 12:24, 10 January 2015 by Blukey (talk | contribs) (Crew section started. Assistant finished.)

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

[v·e]Nuclear Operative 2.png
Nuclear Operative

Difficulty

Very Hard

Supervisors

The Syndicate. Your Team Leader

Access

Anywhere you can break or emag into

Duties

Get dat fukken disc. Slip on the clown's 100 potency banana peel and explode yourself in shame. Get spotted by the AI at tcomms instantly. Shoot everything and everyone not in a red suit. Die when you get crushed in the Bridge blast doors. Watch as your whole team gets killed by a pissed off Captain who wants to protect his disc. Get shot by your team. Quit the game when someone ruins it for everyone.

Guides

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.
  • File:Syndiejetpack.gif 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.
  • File:Syndihardsuit.png File:Syndihardsuithelmet.png A Syndicate Hardsuit and Syndicate Hardsuit Helmet. This gear will protect you from the horrors of space whilst also striking terror in the heart of the Captain. Red is trendy!
  • File:Syndiemask.gif 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.
  • File:Armour.png File:Helmetsyndi.png Armourand 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.
  • File:Redcrowbar.png A crowbar. You'll need this if you're planting a powersink, to open the doors that have been depowered.
  • File:Militarybelt.png 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.
  • File:ID.png 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.
  • File:Militarypda.png 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.
  • File:Syndicatetoolbox.png Any tools you'll need, like a screwdriver for a powersink, or a wrench for a syndibomb, can be found in the tool vendor.
  • File:Pinpointernull.gif 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.

Appearance Name Cost Function Strategy
  Mini Energy Crossbow 12 TC A silent weapon, good for putting down people who are chasing of you, or assisting in quickly killing them, able to fit in one's pocket. It deals 10 toxin damage and stuns anyone hit by it. It contains 6 shots, which recharge over time. An unusual choice, especially since it requires a lot of TC. You should only use this as a stealthy operative, due to its ability to be hidden, and it's effectiveness. An ebow shot followed a whole clip from a silenced stetchkin should put down the Captain or HoS easily.
  Sleepy Pen 3 TC Once you stab someone with this baby, they'll be out cold for quite a while. They are notified as a message will appear and their screen will begin to fade. It mutes them instantly and their speed slows to a shuffle. They then fall unconscious, giving you ample time to dispose of them. They will eventually reawaken, and return to normal in about 30 seconds. Again, only useful as a stealthy operative, and only easily utilised if you can get the disc holder alone. Taking a disguise as a head or member of security is advised.
  Chameleon Jumpsuit 4 TC Able to be changed at will to any kind of jumpsuit you want. Great when paired with a voice changer and an agent card. It can be any kind of jumpsuit, from Atmos Tech to CentCom Official. Disguising as a bunch of assistants can let you infiltrate, since no one will check the records. Impersonating a head can be hard, but if you feel up to it, it makes getting dat fukken disc much easier.
  Voice Changer 5 TC When activated, your voice will be the same as the name of the ID you possess. This item will mask your face too. Do not use this unless your job usually uses gas masks, or you might find yourself on the way to the brig. Be aware, having no ID and speaking with an active voice changer will make your voice appear as Unknown. Use this with a chameleon jumpsuit and an agent card to complete your disguise.
  Chameleon Projector 7 TC This device disguises the user as a scanned object when activated. The default object is a cigarette butt. You move at walking speed when disguised, so be sure to only move when no one can see. Being interacted with will reveal your disguise. Only of limited usefulness, it can be used if you fail an assassination attempt and the jig's up. Or you can wait, disguised, for the disk holder, and blast him all the way to the Derelict.

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
  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:
  • 150 units of Spore Toxin, a liquid which blocks vision when ingested.
  • 150 units of Cryptobiolin, which causes disorientation and dizziness.
  • 150 units of Unstable Mutagen, a dangerous substance which mutates the subject, giving them anything from pink hair and telekinesis, to clumsiness and blindness.
  • 150 units of Chloral Hydrate, a notorious chemical which knocks people out for extended periods, and is lethal in high doses.

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
  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.

Appearance Name Cost Function Strategy
  Composition C-4 1 TC Making stuff go boom. It has a minimum timer of 10 seconds, which you can change. It takes 5 seconds to place. It can not be placed on people. You are able to use a screwdriver and attach a signaler, which when signaled with the correct signal, will detonate instantly. Good when combined with a powersink and thermals. You can blast through walls, which should give the disc holder a surprise. Useful when the AI bolts you in, concentrated explosives can obliterate a door easily.
  Syndicate Minibomb 6 TC Making stuff go boom. It has a 5 second fuse. Pretty much a grenade. It'll blast right through to space, and damage stuff for a few meters around. Toss this to send people running. A special characteristic is that it takes an extremely short amount of time to slip into someone's pocket. Slipping a live minibomb into someone's pocket usually doesn't give them enough time to react. Cook this thing in your hand and toss it at who ever pisses you off. If they don't go down, they'll certainly run. It packs a surprisingly large punch, so use them generously.
  Syndicate Bomb 1 TC Making stuff go boom. It has a minimum timer of 60 BYOND ticks, which in reality is about 2 and a half minutes, so it gives you plenty of time to run. Be sure to wrench it down to stop people moving it. It emits an loud beeping sound before explosion. People can open it with a screwdriver and try to defuse it with a multitool and wirecutters, but they usually end up blowing themselves up. The explosion will gib people close to it, and spread flames everywhere for a few seconds. Plant these at tcomms or the armory, and watch the fireworks. Everyone will certainly be aware of the explosion, they'll hear it, and the AI will be screaming about it. Only use this thing if you're striking hard and fast.

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
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
  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:
  • Combat Stimulant Injector, a modified air-needle autoinjector. Ues this as a quick solution to any damage your patients may take. Contains a 60 unit mix of Doctor's Delight, which heals all damage slowly, and Synaptizine, which reduces stuns and weakness, and has a small chance to deal toxin damage. Injects 10 units at a time.
  • A Health Scanner HUD. Keep an eye on how your comrades are doing with this. It'll give you an overlay of their current health level.
  • Lethal Injection Syringe. Not sure why this is in here, but whatever. Maybe try injecting the Captain with this when he trips.
  • A Dermaline pill. Used to treat burn damage from those nasty lasers that will be coming your way.
  • A Bicaridine pill. Used to treat brute damage from those assistants who'll be toolboxing you.
  • Surgical Drill. Can be used as a weapon, dealing 15 brute damage. Aim for the eyes.
  • Stethoscope. Useless, throw it away.

Rock 'Em Sock 'Em Robots

Sometimes you just need to get some good old mechanical power to help you out.

Appearance Name Cost Function Strategy
  Syndicate Cyborg 50 TC Only available to Operatives. Adds a robotic vector to the Syndicate attack. This is a NanoTrasen Security Cyborg with a new paint job and an arsenal of Syndicate weaponry, able to take out every threat the crew can throw at them. This thing is a mean fighting machine. It comes equipped with a Laser Gun, Energy Crossbow, Emag, Energy Sword and a Jetpack, able to be used in many situations. It has control over all the station's controls, being able to open doors, use systems remotely, and control APCs. It has a 25,000k battery, guaranteed to keep it fighting for a long time. It's able to deal with the AI easily, and emag the borgs to bring them to your side. It has access to the binary channel, so it can keep you updated on what's happening. Remember to bring a welder to repair it. Keep it safe, and it'll keep you safe.
  Dark Gygax 90 TC Only available to Operatives. Adds an awesome robot vector to the Syndicate attack. A Gygax gone bad. This mecha has the ability to greatly increase its speed at the cost of some damage; an Ultra AC2 machinegun, which acts like a C20r; a grenade launcher loaded with flashbangs; and a teleportation device, allowing you to blink into different areas. An ion gun is extremely effective against this mecha, and all of it's weapons require ammo which cannot be restocked. This is a dangerous machine in the hands of a skilled pilot. You need to have your team support you, when in this mech, or you'll go down. You can teleport into key areas, gun down the high ranking members, and cover your team. Use the grenade launcher to disable borgs and the crew, so your team members can kill them. Be aware that you do not have as much armour as other mechas, but you are a lot faster. Remember to stick with and support your fellow Operatives.
  Dark Mauler 150 TC Only available to Operatives. Adds an unstoppable death vector to the Syndicate attack. The most powerful and expensive weapon in the Nuclear Operative arsenal, this mecha could juggle space bears while blasting Security out the other side of the station. Equipped with a Solaris Heavy Laser Cannon to turn your foes to ash; an SRM8 Missile Rack to blast down walls and gib opponents, a Power Relay for infinite power and additional armor layers to keep your mecha in one piece. Extremely slow, yet extremely resilient, an expensive but devastating piece of technology for a team to utilize. The strategy for this mecha: Walk towards the disc, blast anything that bothers you into SS12, and get that fukken disc.

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. The first thing you'll want to do is have a member of the team move the ship to the area you want, by going to the front of it and using the computer. It will take a short time to travel from Deep Space to the Station.

Space Ship Zipping Around

There are 8 locations you can move to:

  • Syndicate Space. This is where the ship starts, use this to escape back to safety once the nuke has been primed.
  • North West. Good for getting into Arrivals maint, or into the Armoury.
  • North. Good for bombing the armoury and getting the equipment.
  • North East. Not really sure what this could be used for, but it's close to Escape.
  • South West. A good place to put a powersink, and the maint leads right into the main area near the bridge.
  • South. Nothing much here but the singo, is close to both south west maint and Telecommunications.
  • South East. Right by Tcomms, so you can stick a syndibomb outside and blow it up.
  • North East of the Mining Asteroid. Useless, very far away and time consuming to get to the station, and the disc cannot go onto other z-levels, so you won't be able to take it back unless someone moves the ship.

Jetpacking in

Now that you're in position, you'll have to figure out how to get on the station and enact your plan. Go to the left most area of the ship and equip your suit, mask and jet harness. Set the mask release pressure for the jet harness to 16. Fill up your jetpack fully in the oxygen canister, and use it sparingly, as you have a limited supply of oxygen. Then, when your leader has given the signal, activate your internals your jetpack, have someone open the door, and get to the station. Use your pinpointer to figure out the location of the station. Remember where you land, as you'll need to get back to the ship. Once you'be reached a safe area, by breaking a window or emagging in, change out of your hardsuit and into your armour and helmet if you wish, as it will speed you up. Then begin the first phase of the plan.

The Dangers of the Station

You'll have a lot of perilous encounters aboard the station, which is what makes your mission so dangerous. You're having to precariously navigate through a gauntlet of fires, bombs, and insane mental asylum rejects, formally known as "The Crew"

The Crew

The staff-members of the station are out for your blood, so be wary of them. The most prominent enemies you will face have been conveniently placed into TvTropes categories. [1]

Appearance Name Archetype Description Danger Level
  Assistant Mook They're called the Grey Tide for a reason. They will swarm you. Very easy to kill, usually very stupid and easy to avoid, but if they manage to get enough numbers, you'll soon find yourself looking down the barrel of your own gun. Low
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