Nuclear Operative

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Typical Nuclear operative appearances

Nuclear operatives, often called nukies, or bloodreds (the color of their hardsuit), are agents sent by the syndicate with the sole objective of arming the station's nuke and blowing up the entire station. To complete their objective, they are equipped with 225 telecrystals, or 350 for the commander (all amounts increased by 200 if the war declarator is used), a special uplink, access to the syndicate base, and a pinpointer to find the nuclear authentication disk to arm the nuke. This disk is typically on the captain, protect them at all costs!

Operatives

Operatives will have names along the lines of "agent charlie" or "operative november," there are multiple members to every nuclear operative squad.

Nuclear Operative Commander

The leader of the operatives, they give orders and spawn with extra telecrystals to make more purchases, as well as the war declarator to optionally warn the station ahead of time, but in return giving the operatives more telecrystals to spend

Nuclear Operative Corpsman

The most important member of the squad, their job is to make chems and provide healing to their allies, a good Corpsman can make a break an entire round for the operatives. It is very unlikely any of your operatives will be able to be revived after dying, keeping their health up ensures you always have the manpower to fight against the squad.

Nuclear Operatives

The grunts of the squad, there to provide firepower, take shots, and get that disk!

Nuclear Bomb

Nuclear operatives will either have to use the bomb on the station, or the one on their shuttle. Their shuttle has a folder of nuclear codes, which includes an identification number for which nuke it is for. until the disk is placed inside and the "anchor" button is pushed nukes are anchored to the floor and can not be moved. Once the disk is inserted, and the code is put in, the bomb can be armed as long as it is anchored, where it will then start a 5 minute countdown, output a big scary alert informing the crew to act now or die. If you have made it this far, your job is now to protect it under any circumstances, it takes 30 seconds to disarm the nuke.

ID Card

Your ID card comes with syndicate and nuclear operative accesses by default, as well as the ability to copy accesses from other ID cards. After you kill someone, take their card and gain their accesses so doors wont stop you. Keep in mind, your default ID card will make you noncrew, allowing AI and borgs to harm you. Consider getting an agent ID card to give yourself a crew icon if they are being problematic.

Syndicate outpost

A small outpost that is not in space, letting people on it breathe anywhere. This serves as a mission planning hub for the nukies, the large amount of resources, chemicals, and several weapons also allow them to gear up and plan before they take on the station.

Ops

"Ops" is the slang term for the overall tactic the nuclear operatives will attempt. Common variations are:

  • Blitzops: rushing the station as fast as possible in order to catch them underprepared. Typically the Corpsman will have to make chemicals while the ship is in flight, while the operatives will make purchases and plans during the flight as well.
  • Warops: using the war declarator for extra telecrystals, and fighting the now warned station with the extra gear.
  • Stealthops: Using disguises to blend into the station to secure the disk or an advantageous position before bringing out the guns.
  • Lockerops: Sticking the entire squad (except for one disguised member, usually a clown) into a welded shut locker, and having them carry it infront of the captain and unwelding it.

Lone Operative

Lone operative is a midround variant of nuclear operatives. Featuring only a single operative with 350 telecrystals and who can not declare war. Them getting a victory is much more difficult as they have no team support, however as a midround they can often spawn into other chaos the station is already facing.

Tips

  • GET NO-SLIP SHOES!!! Seriously. Otherwise, any puddle, bar of soap, or banana peel will knock you over and send your weapons flying, disarming you and giving the crew more weapons to hurt you with. This also enables you to use sources of slipping to disarm and slowdown crewmembers, forcing them to walk or get magboots, making them slow and easy pickings.
  • Protect the Corpsman at all costs. Their healing will be required if you don't want to slowly bleed out after taking a few bullets. Though if they do die, make sure to scavenge any medicine you can.
  • Work as a team, use your syndicate channel to communicate and ensure no one gets caught out of position. While you are better equipped than the crew, if you try to take a one versus twenty fight it wont end well for you.
  • Once you have the bomb armed, its up to the crew to come attack you, hold a hallway or similar chokepoint near the nuke and keep them from getting closer. If you run into the chokepoint expect to take a lot of extra damage that you don't have to, while being far away from cover that you could use.
  • Have fun!