Nuclear Operative: Difference between revisions

172 bytes added ,  22:24, 5 April 2021
Corrected "Duties," linked to my guide
(Adds info on amount of ops there are, but is still vague as fuck because)
(Corrected "Duties," linked to my guide)
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|difficulty = Very Hard
|difficulty = Very Hard
|superior = [[The Syndicate]]
|superior = [[The Syndicate]]
|duties = GET [[Nuclear disk|DAT FUKKEN DISK]]
|duties = Be told to GET [[Nuclear disk|DAT FUKKEN DISK]], don't, forget your internals, forget EVA mode, don't even bring a spacesuit, get shot by your own turrets, die
|guides = This page
|guides = https://forums.yogstation.net/threads/how-to-mail-fission-the-definitive-guide.18149/
|quote = :b What's the plan, operatives?
|quote = :b What's the plan, operatives?
}}
}}
Congratulations, agent. You have been chosen to join <s>our finest group of operators,</s> the '''Syndicate Nuclear Operative''' strike team. Your mission, whether or not you choose to accept it, is to destroy Nanotrasen's most advanced research facility! That's right, ''you're going to Space Station 13''.
Congratulations, agent. You have been chosen to join <s>our finest group of operators,</s> the '''Syndicate Nuclear Operative''' strike team. Your mission, whether or not you choose to accept it, is to destroy Nanotrasen's most advanced research facility! That's right, ''you're going to Space Station 13''.
==Your Objectives==
==Your Objectives==
# Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the station).[[File:NuclearDisk.gif|64px]]
# Retrieve the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]] (located on the station).[[File:NuclearDisk.gif|64px]]
# Use it to activate the [[Nuclear Fission Explosive]] (located on the Mothership). [[File:Nuke.gif|64px]]
# Use it to activate the [[Nuclear Fission Explosive]] (located on the Mothership). [[File:Nuke.gif|64px]]
# Escape alive on the Syndicate Mothership. [[File:Vodka bottle.png|64px]]
# Escape alive on the Syndicate Mothership. [[File:Vodka bottle.png|64px]]
==But First, You Must Learn How to Crawl==
==But First, You Must Learn How to Crawl==
[[File:SyndieN.png|300px|thumb|alt=Syndicate Mothership|The Syndicate Mothership and the Syndicate Base.]]
[[File:SyndieN.png|300px|thumb|alt=Syndicate Mothership|The Syndicate Mothership and the Syndicate Base.]]
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There will be a leader. He spawns behind the desk, and is the only one with access to the shutters. If you are the leader but don't feel up to snuff for it, pass your '''lead agent card''' to someone else.
There will be a leader. He spawns behind the desk, and is the only one with access to the shutters. If you are the leader but don't feel up to snuff for it, pass your '''lead agent card''' to someone else.
===Communication===
===Communication===
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, and attack plans on this channel early, there is no telling who might get the headset later.
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, and attack plans on this channel early, there is no telling who might get the headset later.
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Passwords are only useful if you have a door guard in the Mothership, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.
Passwords are only useful if you have a door guard in the Mothership, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.
===Planning the Attack===
===Planning the Attack===
'''LISTEN TO YOUR LEADER''' (the guy who spawns inside the tables he is the only one with access to the button to the shutters)! Your team should talk over about their plan of attack, but the leader should have the final say how things are gonna be since he has the power to buy all the good stuff.
'''LISTEN TO YOUR LEADER''' (the guy who spawns inside the tables he is the only one with access to the button to the shutters)! Your team should talk over about their plan of attack, but the leader should have the final say how things are gonna be since he has the power to buy all the good stuff.
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* Murderbone-style: Just kill everything that doesn't have a red S over it.
* Murderbone-style: Just kill everything that doesn't have a red S over it.
* Locker-style: Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies when the crew least expects it!
* Locker-style: Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies when the crew least expects it!
===Ordering Gear as a Team===
===Ordering Gear as a Team===
[[File:Telecrystal uploadreceive station.png]] '''Telecrystal Management Consoles:''' These consoles work to allow your team to manage their telecrystals. The Telecrystal Stations accept any item with a Syndicate Uplink (PDA, headset, radio, etc.). Once the Uplink is inserted, they can donate their telecrystals to the group's boss console. You don't need to upload all of your telecrystals to the pool- everyone starts with an equal amount of telecrystals and if the leader presses evenly distribute, then everyone will get an equal amount. However, if the leader wants to buy a mech or expensive item, it might be a good idea to donate some.
[[File:Telecrystal uploadreceive station.png]] '''Telecrystal Management Consoles:''' These consoles work to allow your team to manage their telecrystals. The Telecrystal Stations accept any item with a Syndicate Uplink (PDA, headset, radio, etc.). Once the Uplink is inserted, they can donate their telecrystals to the group's boss console. You don't need to upload all of your telecrystals to the pool- everyone starts with an equal amount of telecrystals and if the leader presses evenly distribute, then everyone will get an equal amount. However, if the leader wants to buy a mech or expensive item, it might be a good idea to donate some.
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Once your team has bought the items essential to your plan you can now selfishly buy what you will need for the mission, however you need to pause and think hard. What [[Syndicate Items]] will you need? Which will cause a huge backlash if used against your team? Now, think what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don't worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit is wonderful for sneaking in, especially with some ''proper'' documentation. Bombs are great in the right hands. Energy swords, especially if you make double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots.
Once your team has bought the items essential to your plan you can now selfishly buy what you will need for the mission, however you need to pause and think hard. What [[Syndicate Items]] will you need? Which will cause a huge backlash if used against your team? Now, think what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don't worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit is wonderful for sneaking in, especially with some ''proper'' documentation. Bombs are great in the right hands. Energy swords, especially if you make double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots.
===Equipment===
===Equipment===
Pick out what you need from the armory closet in the '''Equipment Room''' as well as your Syndicate Uplink. The armory closet contains:
Pick out what you need from the armory closet in the '''Equipment Room''' as well as your Syndicate Uplink. The armory closet contains:
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* High-capacity Power Cell
* High-capacity Power Cell
* Multitool
* Multitool
There's also a '''Tool Storage''', which contains:
There's also a '''Tool Storage''', which contains:
* Night Vision Goggles
* Night Vision Goggles
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* Syndicate Minibombs  
* Syndicate Minibombs  
* Many other kinds of generic tools like proximity sensors and remote signaling devices
* Many other kinds of generic tools like proximity sensors and remote signaling devices
You must now equip yourself for space travel so you can invade the station.
You must now equip yourself for space travel so you can invade the station.
# Get out of your armor and put on the dark red space suit, if you haven't bought an elite/shielded hardsuit.
# Get out of your armor and put on the dark red space suit, if you haven't bought an elite/shielded hardsuit.
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# Place your internals on, you can use the jet pack as an oxygen tank, and place the jet pack on your back. # Take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt.
# Place your internals on, you can use the jet pack as an oxygen tank, and place the jet pack on your back. # Take the military belt from the locker and move any items you will be taking into it, it will be easier on you if you don't need to carry your backpack onto the station so try and cram everything you can into the belt.
# Pick out your Syndicate agent card ID's disguise (or wait till you get to the station).
# Pick out your Syndicate agent card ID's disguise (or wait till you get to the station).
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Nightvision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Nightvision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.


You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.
===This is My Rifle===
===This is My Rifle===
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
A quick and dirty list of the common weapons employed by Syndicate Operatives in the field.
*[[File:Stetchkin.png]] Stetchkin Pistol -- '''Free'''. Standard-issue sidearm. 8 Rounds, 30 brute per shot. This is a mediocre primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. ''Isn't implant-locked like your other firearms!''
*[[File:Stetchkin.png]] Stetchkin Pistol -- '''Free'''. Standard-issue sidearm. 8 Rounds, 30 brute per shot. This is a mediocre primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. ''Isn't implant-locked like your other firearms!''
*[[File:Bulldog.png]] Bulldog Shotgun -- '''8 telecrystals'''. Close combat shotgun. 8 Shells drum fed, semi-automatic. Three ammo types. Great for close encounters.
*[[File:Bulldog.png]] Bulldog Shotgun -- '''8 telecrystals'''. Close combat shotgun. 8 Shells drum fed, semi-automatic. Three ammo types. Great for close encounters.
*[[File:C20r.png]] C20r SMG -- '''10 telecrystals.''' Close Combat SMG. 24 rounds, 30 brute per shot. Popular among nuke ops, comes with two round burst for maximum damage. Great versatility.  
*[[File:C20r.png]] C20r SMG -- '''10 telecrystals.''' Close Combat SMG. 24 rounds, 30 brute per shot. Popular among nuke ops, comes with two round burst for maximum damage. Great versatility.  
*[[File:L6machinegun.png]] L6 SAW -- '''18 telecrystals'''. Light Machinegun. 50 rounds, 45 brute per shot. Very powerful weapon, capable of critting most targets in a single burst. Very unwieldy however, needs both hands free to fire, cannot fit in any storage slot and must be carried at all times.
*[[File:L6machinegun.png]] L6 SAW -- '''18 telecrystals'''. Light Machinegun. 50 rounds, 45 brute per shot. Very powerful weapon, capable of critting most targets in a single burst. Very unwieldy however, needs both hands free to fire, cannot fit in any storage slot and must be carried at all times.
*[[File:Sniper.png]] Sniper -- '''16 telecrystals'''. Specialist weapon for the profession, or insane. Long range sniper rifle. 6 rounds, default magazine deals 70 damage per bullet. Comes with a array of alternative ammo for a wide range of scenarios. The sniper is a very unwieldy weapon and is usually passed over.
*[[File:Sniper.png]] Sniper -- '''16 telecrystals'''. Specialist weapon for the profession, or insane. Long range sniper rifle. 6 rounds, default magazine deals 70 damage per bullet. Comes with a array of alternative ammo for a wide range of scenarios. The sniper is a very unwieldy weapon and is usually passed over.
*[[File:Sword.gif]] Energy Sword -- '''8 telecrystals'''. Close combat weapon. 30 brute per hit. When double-bladed, can block taser shots. Best if double-bladed, if used as a sidearm or if you are very robust in melee. Good for conserving ammo, but RNG deflection could end your career.  
*[[File:Sword.gif]] Energy Sword -- '''8 telecrystals'''. Close combat weapon. 30 brute per hit. When double-bladed, can block taser shots. Best if double-bladed, if used as a sidearm or if you are very robust in melee. Good for conserving ammo, but RNG deflection could end your career.  
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[[File:Pinpointer-green-lg.gif|right|thumb|192px|HAVE THIS.]]'''You've got a [[pinpointer]], right?''' This device, once turned on, will act as a compass directing you straight to your primary target: The [[nuclear authentication disk]]. Every operative that spawns at the start of the round will start with a pinpointer in one of their pockets. Grab it, turn it on by using it in your hand and put it back in your pocket so you can always see it.
[[File:Pinpointer-green-lg.gif|right|thumb|192px|HAVE THIS.]]'''You've got a [[pinpointer]], right?''' This device, once turned on, will act as a compass directing you straight to your primary target: The [[nuclear authentication disk]]. Every operative that spawns at the start of the round will start with a pinpointer in one of their pockets. Grab it, turn it on by using it in your hand and put it back in your pocket so you can always see it.
The military PDA is very handy if you want to escape after you set the nuke (and I know you do), make sure you assign the PDA to someone who has the least chance of dying and won't fuck off into space. The PDA also comes with a free Detomatrix cartridge, you can use that to [[security|thin the heard]].  
The military PDA is very handy if you want to escape after you set the nuke (and I know you do), make sure you assign the PDA to someone who has the least chance of dying and won't fuck off into space. The PDA also comes with a free Detomatrix cartridge, you can use that to [[security|thin the heard]].  


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You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of [[Robust|know how]], and you have a chance. But what makes the Syndicate agent successful isn't their red suit, or revolver, it is their team.
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of [[Robust|know how]], and you have a chance. But what makes the Syndicate agent successful isn't their red suit, or revolver, it is their team.
==Actually Getting There==
==Actually Getting There==
The Syndicate Mothership is NOT in proximity of the station when the nuke team is first sent out. One of the Nuclear Operatives must use the control computer to move the Mothership into close proximity to the station. Previously, you also had the option of utilizing the mothership's teleporter assembly and a purchased teleporter board to launch your assault. Sadly, that was removed in favor of the...
The Syndicate Mothership is NOT in proximity of the station when the nuke team is first sent out. One of the Nuclear Operatives must use the control computer to move the Mothership into close proximity to the station. Previously, you also had the option of utilizing the mothership's teleporter assembly and a purchased teleporter board to launch your assault. Sadly, that was removed in favor of the...
===ASSAULT POD===
===ASSAULT POD===
Grab your team, cram into the pod, select your area and launch. You'll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. From there it's a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. Caveat emptor: The assault pod is a '''one way trip''' so make sure you have an exit strategy.
Grab your team, cram into the pod, select your area and launch. You'll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. From there it's a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. Caveat emptor: The assault pod is a '''one way trip''' so make sure you have an exit strategy.
==War were declared==
==War were declared==
Alternatively, your team leader could choose to declare war. This alerts the station crew that you're planning to kick down their door in about 20 minutes, but it gives the ops a huge TC bonus. Declaring war doesn't change any of the above, except you lose the luxury of having time to come up with a plan.
Alternatively, your team leader could choose to declare war. This alerts the station crew that you're planning to kick down their door in about 20 minutes, but it gives the ops a huge TC bonus. Declaring war doesn't change any of the above, except you lose the luxury of having time to come up with a plan.
==Dat Fukken Disk==
==Dat Fukken Disk==
[[File:Disk512.gif|right|thumb|192px|EAT THIS.]]
[[File:Disk512.gif|right|thumb|192px|EAT THIS.]]
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Don't be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.
Don't be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.
==ACTIVATING THE NUKE!==
==ACTIVATING THE NUKE!==
[[File:Nuke.gif|right|frame|192px|DETONATE THIS.<br>
[[File:Nuke.gif|right|frame|192px|DETONATE THIS.<br>
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|image=[[File:Traitor.png]]
|image=[[File:Traitor.png]]
}}
}}
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the mothership and grab the nuke from the aft storage area. Take the nuke back to the station and find an area to set it up.  
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the mothership and grab the nuke from the aft storage area. Take the nuke back to the station and find an area to set it up.  


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# Either guard the disk, space the disk, or something to throw off the crew's pin pointer.
# Either guard the disk, space the disk, or something to throw off the crew's pin pointer.
# Get back to your '''Mothership'''.
# Get back to your '''Mothership'''.
If any other Nuke Agents are alive, give them a moment to get to the Mothership. Once you and your buddies are loaded in the Mothership, get out of there.
If any other Nuke Agents are alive, give them a moment to get to the Mothership. Once you and your buddies are loaded in the Mothership, get out of there.
==Quick Tips==
==Quick Tips==
* Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.
* Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.
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* You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.
* You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.
* If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don't.
* If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don't.
==[[File:Syndieborg.png|64px]] Syndicate Cyborgs==
==[[File:Syndieborg.png|64px]] Syndicate Cyborgs==
Assault Syndicate cyborgs are purchasable from an uplink by using 80 telecrystals. A random ghost from the spectators with the operative preference enabled will be chosen for this (if none is found, you can refund the teleporter item you get). Syndicate cyborgs are very useful for going loud, as they cannot be stunned the same as Operatives can and have powerful weaponry (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have an energy cell with a charge of 25000 watts, equivalent to 2 1/2 high-capacity cells. They come with the following modules:
Assault Syndicate cyborgs are purchasable from an uplink by using 80 telecrystals. A random ghost from the spectators with the operative preference enabled will be chosen for this (if none is found, you can refund the teleporter item you get). Syndicate cyborgs are very useful for going loud, as they cannot be stunned the same as Operatives can and have powerful weaponry (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have an energy cell with a charge of 25000 watts, equivalent to 2 1/2 high-capacity cells. They come with the following modules:
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* Crowbar
* Crowbar
* Operative pinpointer
* Operative pinpointer
===[[File:pinpointer-red.gif|64px]] Guys? Where are you?===
===[[File:pinpointer-red.gif|64px]] Guys? Where are you?===
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the other pinpointers - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it's very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the other pinpointers - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it's very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.
==Mission Debriefing==
==Mission Debriefing==
* If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
* If the Escape Shuttle leaves with the Disk on board, the crew wins a Major Victory.
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* If the Nuke detonates in the station successfully and the Syndicate Mothership escapes, the Syndicates wins a Major Victory.
* If the Nuke detonates in the station successfully and the Syndicate Mothership escapes, the Syndicates wins a Major Victory.
* If the Nuke detonated on the syndicate base, the Syndicates suffer a humiliating defeat. This is only possible if the crew both gets an agent card before an operative explodes and gets the nuke code, usually from a converted borg. Don't let this happen.
* If the Nuke detonated on the syndicate base, the Syndicates suffer a humiliating defeat. This is only possible if the crew both gets an agent card before an operative explodes and gets the nuke code, usually from a converted borg. Don't let this happen.
==Tips==
==Tips==
* Praying for clown masks as a nuke op is the best thing.
* Praying for clown masks as a nuke op is the best thing.
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