Nuclear Operative: Difference between revisions

Jump to navigation Jump to search
857 bytes added ,  21:22, 5 April 2019
nukie tg
m (fixed a link)
(nukie tg)
Line 12: Line 12:
|superior = [[The Syndicate]]
|superior = [[The Syndicate]]
|duties = GET [[Nuclear disk|DAT FUKKEN DISK]]
|duties = GET [[Nuclear disk|DAT FUKKEN DISK]]
|guides = This page.
|guides = This page, [[WHAT YOU SHOULD FUCKING DO DURING WAR OPS: THE DEFINITIVE GUIDE]]
|quote = Alright, you blow telecommunications, the borg will kill the AI and I'll get the captain. Or we could all split up and get picked off one by one. Yeah, let's do that.
|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''.
Line 23: Line 23:


==But First, You Must Learn How to Crawl==
==But First, You Must Learn How to Crawl==
[[File:Syndie.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.]]
Before you do anything, you must properly prepare yourself. There's no need to rush, instead take the time to discuss strategy with your squad mates - a job well planned is half done!
Before you do anything, you must properly prepare yourself. There's no need to rush, instead take the time to discuss strategy with your squad mates - a job well planned is half done!


Line 60: Line 60:


===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. It's best to go ahead and donate all of your crystals and wait for your commander to dish them out, or buy '''big stompy mechs!'''
[[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:Team telecrystal management console.png]] '''Team Telecrystal Management Console''' can then take its telecrystal pool and distribute it among the hooked Uplink Stations.
[[File:Team telecrystal management console.png]] '''Team Telecrystal Management Console''' can then take its telecrystal pool and distribute it among the hooked Uplink Stations.
Line 66: Line 66:
It gets an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.
It gets an amount of bonus telecrystals based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.


Each operative spawns with a personal Syndicate Uplink radio with 30 Telecrystals pre loaded. STOP! Before you waste your crystals on a balloon, take note of the computer terminals in front of you. Once you insert your Uplink into it these new devices allow for your team leader to assign you additional Telecrystals or for you to donate your own Telecrystals to a common pool for your leader to draw upon. Why would you give away your crystals? Giving your crystals to your team leader will allow him to save up and buy some expensive and powerful goodies, like a [[Syndicate_Items#Dark_Mauler|freaking assault mech]]!
Each operative spawns with a personal Syndicate Uplink radio with 25 Telecrystals pre-loaded. STOP! Before you waste your crystals on a balloon, take note of the computer terminals in front of you. Once you insert your Uplink into it these new devices allow for your team leader to assign you additional Telecrystals or for you to donate your own Telecrystals to a common pool for your leader to draw upon. Why would you give away your crystals? Giving your crystals to your team leader will allow him to save up and buy some expensive and powerful goodies, like a [[Syndicate_Items#Dark_Mauler|freaking assault mech]]!


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===
[[File:Nuke_equipment.jpg|thumb|400px|The fuck is this pic supposed to be?<br>Green & orange: weapons (and tools).<br>Blue & red: tools and miscellaneous shit.<br>Purple: If you don't know what this is, we really hope you're not a Nuke Op right now.]]
[[File:Nuke shuttle.png|thumb|400px|The fuck is this pic supposed to be?<br>Green: Tools<br>Blue: Explosives (Syndicate bombs, C-4 and Syndie Minibombs)<br>Purple: Your blood-red hardsuits<br>Yellow: Medical equipment and surgery<br>Red: Your nuke. Detonate this.]]
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:
* Jet Harness filled with oxygen (This fits inside your backpack, so you can wear your backpack inside the station.)
* Jet Harness filled with oxygen (This fits inside your backpack, so you can wear your backpack inside the station.)
Line 84: Line 84:
There's also a '''Tool Storage''', which contains:
There's also a '''Tool Storage''', which contains:
* Night Vision Goggles
* Night Vision Goggles
* Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink and the wrench for securing bombs.)
* Suspicious Looking Toolboxes (You need the screwdriver if you are planting a power sink.)
* Suspicious Beacons (These are large bombs, don't just take them randomly, usually they are used as part of the plan.)
* Suspicious Beacons (These are large bombs, don't just take them randomly, usually they are used as part of the plan.)
* Syndicate Minibombs  
* Syndicate Minibombs  
Line 102: Line 102:
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 poor 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 -- '''Free'''. Standard-issue primary longarm. 8 Shells drum fed, semi-automatic. Three ammo types.
*[[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 -- '''14 telecrystals.''' Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. Popular among nuke ops
*[[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:C90gl.png]] C90gl Assault Rifle -- '''18 telecrystals.''' Mid-range combat rifle. 30 rounds, 35 brute per shot. Secondary grenade launcher, aprox 80 brute per grenade.  
*[[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 -- '''40 telecrystals.''' Light Machinegun. 50 rounds, 60 brute per shot. Powerful, though if you drop it prepare to be royally screwed by that assistant.
*[[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.
*[[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: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 [[High-risk_items#Nuclear_authentication_disk|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]].  
Line 130: Line 130:


==Dat Fukken Disk==
==Dat Fukken Disk==
[[File:Disk512.gif|right|thumb|192px|GET THIS.]]
[[File:Disk512.gif|right|thumb|192px|EAT THIS.]]
You need this disk, but as it could be guarded by the [[Captain]], [[Head of Security]], [[Clown]], or the [[Head of Personnel]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.
You need this disk, but as it could be guarded by the [[Captain]], [[Head of Security]], [[Clown]], or the [[Head of Personnel]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.


Line 137: Line 137:
If you're in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.
If you're in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.


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.]]
[[File:Nuke.gif|right|frame|192px|DETONATE THIS.<br>
NOT AT YOUR BASE!!!]]
{{Speech
{{Speech
|name=Cindy Kate
|name=Cindy Kate
Line 166: Line 167:


==Quick Tips==
==Quick Tips==
* Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.
* Be careful of falling behind and getting lost in space.
* Be careful of falling behind and getting lost in space.
* To talk with your team, just talk as if you wanted to talk on the standard radio channel, your headset is different and only your team will hear you.
* To talk with your team, just talk as if you wanted to talk on the standard radio channel, your headset is different and only your team will hear you.
Line 200: Line 202:
* If the Escape Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory.
* If the Escape Shuttle leaves with the Disk still anywhere on the station, the Syndicates win a Minor Victory.
* 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.


==Tips==
==Tips==
Line 213: Line 216:


{{Jobs}}
{{Jobs}}
{{Game modes}}
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Guides]]

Navigation menu