https://wiki.spacestation14.io/w/api.php?action=feedcontributions&user=Kayek&feedformat=atomSpace Station 14 Wiki - User contributions [en]2024-03-28T17:55:55ZUser contributionsMediaWiki 1.39.4https://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=3260Atmospheric Technician2023-01-24T03:49:08Z<p>Kayek: /* Space wind */</p>
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{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Atmospherics, Engineering, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
As an atmospheric technician, your primary job is to maintain a safe and breathable atmosphere inside the station. As a member of the engineering department, you may also be expected to double as a [[Station Engineer]] <s>if they don't know what they're doing</s> in exceptional circumstances.<br />
<br />
The primary threats to a safe and breathable atmosphere inside the station are:<br />
<br />
* Air escaping into space due to intentional or unintentional removal of walls or floor tiles (''spacing'')<br />
* Buildup of unpleasant or outright hazardous [[#Gases|gases]] such as miasma or plasma<br />
<br />
Atmospheric technicians are essential to keeping the station alive and breathing, and consequently are ineligible to be [[Traitor]].<br />
<br />
Your supervisor is the [[Chief Engineer]].<br />
<br />
==Quick-Start==<br />
# Grab [[#Equipment|equipment]] from your atmospheric technician locker. You should grab at least a hardsuit or fire suit and helmet, a gas mask and gas tank, a gas analyzer, and a holofan projector. Consider grabbing inflatable walls, inflatable doors, steel sheets, and metal rods to be ready to fix spacing.<br />
# Find the [[#Distro|distro]] pipe and inspect its pressure and temperature using your [[#Equipment|gas analyzer]]. If the pressure is zero and shows no sign of rising, [[#Distro|set up distro]].<br />
# (''optional'') Set filters to recover gases from the [[#Waste|waste]] pipe. Because [[Pipes_and_vents#Gas_Miner|gas miners]] are available on most stations, this step is not very important. And, unless [[Pipes_and_vents#Air_Scrubber|scrubbers]] are set to siphoning, there will only be waste gases in the waste pipe.<br />
# Deliver [[#Equipment|portable scrubbers]] to locations that expect miasma build up. This is usually the [[Medical#Cloning_and_Morgue|cloning room or morgue in the medical bay]].<br />
# Monitor the station's radio or patrol the station yourself for spacing or other atmospheric issues. Fix issues if they arise.<br />
# Make sure that [[Passenger|suspicious]] [[Nuclear_Operative|people]] are not sabotaging [[#Atmosia|your department]].<br />
<br />
==Gases==<br />
The bread and butter of an atmospheric technician. Gases can be found:<br />
<br />
# In the air around you, so long as there are four walls and a floor enclosing it and preventing it from escaping into space,<br />
# In containers like portable gas tanks and large gas cylinders, and<br />
# In pipes and other atmospheric devices.<br />
<br />
{| class="wikitable sortable"<br />
|+ Gases in SS14<br />
|-<br />
! Gas !! Description !! Specific Heat Capacity !! Molar Mass (g/mol)<br />
|-<br />
| Oxygen<br> [[File:Oxygen gas.png]] || Colorless, reactive gas that humans need to breathe to stay alive. Key oxidizing agent in most combustion reactions. || 20 || 32<br />
|-<br />
| Nitrogen<br> [[File:Nitrogen gas.png]] || Colorless, odorless, inert gas. Somehow, slimes and voxes breathe this. || 30 || 28<br />
|-<br />
| Carbon Dioxide<br> [[File:Carbon dioxide.png]]|| Colorless, odorless, relatively inert gas. Exhaled by creatures that breathe oxygen. Toxic in high enough quantities. The reason why atmospheric technicians are employed. || 30 || 44<br />
|-<br />
| Plasma<br> [[File:Plasma gas.png]] || Purple, putrid, highly-combustible, and toxic gas. Combusts in the presence of oxygen. Unfortunately, it is also vitally important to industrial and scientific activities aboard Nanotrasen stations.|| 200 || 120<br />
|-<br />
| Tritium<br> [[File:Tritium gas.png]] || Green, highly-combustible, and radioactive. Combusts in the presence of oxygen. It is not mined, and its production is a highly-guarded trade secret. || 10 || 6<br />
|-<br />
| Water Vapor<br> [[File:Water vapor.png]] || Water in gaseous form. Due to the unique environment of space, does not condense into liquid water. Harmful to slime people. || 40 || 18<br />
|-<br />
| Miasma || Brownish, foul-smelling gas. Breeds disease, toxic, and harmful in sufficiently large concentrations. A by-product of nasty biological processes, including rotting bodies. || 20 || 44<br />
|-<br />
| Nitrous Oxide || Bluish gas. Otherwise known as "laughing" or "sleepy" gas, it acts as a sedative to non-slimes and is toxic in very high concentrations. Unfortunately, this stuff is exhaled by slimes. || 40 || 44<br />
|-<br />
| Frezon || Blue-greenish gas. Used as an industrial coolant. Used recreationally by some for its euphoric effects, before their lungs freeze out. Proposition 65 Warning. || 600 || 50<br />
|}<br />
<br />
About 79% nitrogen to 21% oxygen is the standard air mix. <br />
<br />
==Equipment==<br />
Like your fellow [[Station Engineer|Station Engineers]], you start with a full belt of tools. Atmospheric technicians may also have access to:<br />
<br />
{| class="wikitable"<br />
|+ Atmospheric Equipment<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:OxygenTank.png]] || Portable Oxygen Tank || Small enough to carry around. Hook this up to a mask, and you can have a portable air supply to breathe while in space or fixing leaks. People will probably ask you for these.<br />
|-<br />
| [[File:Gas Analyzer.png]] || Gas Analyzer || Use this to analyze the composition of gases in the air around you, or to measure the temperature and pressure of gases inside pipes.<br />
|-<br />
| [[File:Portable Scrubber.png]] || Portable Scrubber || Can be wrenched down to scrub waste gases to an internal tank. Useful for cleaning up a miasma problem. Must be emptied once full.<br />
|-<br />
| [[File:Holofan Projector.png]] || Holofan Projector || [[File:Holofan.png|thumb|right|A holofan projection]] Creates a holographic firelock (''holofan'') that blocks gas flow but allows objects to move through them. Holofans last for three minutes before despawning. Extremely useful when repairing a hull breach, since they will safely block the flow of station atmosphere while still giving access to move around freely to work. Stores a total of six charges before the internal [[Power cell]] runs out of power.<br />
|}<br />
<br />
==Atmosia==<br />
Atmospherics, sometimes referred to as Atmosia, is where most of the station's air handling machinery is located. Each station has a different atmospherics layout. While seasoned atmospheric technicians may have atmospheric layouts memorized, frequent <s>useless station remodeling</s> station engineering changes mean that it is more important to be able to quickly understand the layout of the station that you're currently working on.<br />
<br />
===Atmos Annotated===<br />
A typical atmospherics layout is shown below:<br />
<br />
[[File:Atmosia Annotated.png]]<br />
<br />
# Nitrogen holding chamber with (maybe) a nitrogen gas miner<br />
# Oxygen holding chamber with (maybe) a oxygen gas miner<br />
# Pump for moving nitrogen to the mixer<br />
# Pump for moving oxygen to the mixer<br />
# Mixer to mix nitrogen and oxygen in an appropriate ratio for the station<br />
# Volume pump to move mixer output to the station's main distro pipe<br />
# Main distro pipe<br />
# Valve to shut off freezer<br />
# Freezer to reduce air temperature in distro<br />
# Valve to shut off heater<br />
# Heater to increase air temperature in distro<br />
# Main waste pipe<br />
# Volume pump to move air into the filter banks<br />
# Bank of filters to separate different types of gases from the waste pipe<br />
<br />
===Holding Chambers===<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Holding chambers store a supply of gas for you to pump into the station when needed. Some stations come with gas miners that produce an unlimited supply of the mined gas. Walls and windows prevent gas from escaping to space; if the holding chambers are broken, then the gas inside will be lost.<br />
<br />
Holding chambers may be labeled with the [[#Gases|type of gas]] that they are designed to store.<br />
<br />
Use [[Pipes and vents#Pumps|pumps]] to move gases in and out of holding chambers.<br />
<br />
===Distro===<br />
The station's main air distribution loop, also known as ''distro'', supplies the air vents that pump air into the station. It is usually colored dark blue to make it easily identifiable.<br />
<br />
Air vents will pump air from distro into the station as long as the pressure inside distro is positive. Increasing the pressure inside distro allows the air vent pumps to move air faster. Contrary to popular belief, the pressure inside '''does not''' set the pressure of air coming out of the actively pumped air vents that start connected to distro.<br />
<br />
Check the pressure of distro at round start and periodically throughout the shift. Low or slowly rising distro pressure at round start is a sign of <s>shoddy station quality</s> design flaws causing low flow rates into distro. Low distro pressure in the middle of the round may be indicative of spacing on the station.<br />
<br />
====Setting Up Distro====<br />
Setting up distro means to configure the layout to more effectively pump gases into distro. Specific steps to do so vary from station to station. Here is an example of setting up distro for the [[#Atmos Annotated|example above]]:<br />
<br />
# Remove (6) and replace it with a straight pipe segment. Pumps reduce gas flow rate, and when spacing occurs, (6) is typically a bottleneck when re-pressurizing the station.<br />
# Set (5) to output 310 kPa. The pressure in the distro pipe influences how quickly air vents can move air from distro into the station. Setting this too low reduces the flow rate, but setting this too high could be dangerous if a [[Traitor]] replaces an air vent with a passive vent.<br />
# Increase output pressure of (3) and (4) to their maximum settings. <br />
<br />
===Waste===<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
===Mix Chamber===<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Pipes and Machinery==<br />
''Main article: [[Pipes and vents]]''<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and loose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=2519Atmospheric Technician2022-07-30T17:05:43Z<p>Kayek: /* Holofan Projector */</p>
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__NOTOC__ <!-- Removes table of contents --><br />
{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Engineering, Atmospherics, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
Much like your engineering counterpart, the [[Station Engineer]], your job is to fix, maintain, and improve the station's air quality. By working on various pipes, pumps, and vents insure that the hallways remain breathable. Most of the time your job will be to sit back relax in your department until the inevitable hull breach occurs depressurizing the hallways. When this happens, don your hardsuit and magboots, turn on your internals, and work with the engineers to patch up the hole. Ensure that the atmosphere in the recently breached area is livable once again with by checking with your gas analyzer. Once the air quality is back to standards, return to your department to relax or experiment with the pipes until the next inevitable hull breach occurs.<br />
<br />
Due to the immense potential Atmospherics Technicians possess to ''ruin'' the round in glorious plasma fire and other shenanigans, they are unable to be a [[Traitor]]. <br />
<br />
Your supervisor is [[Chief Engineer]].<br />
<br />
==Quick-Start==<br />
# Grab [[#Equipment|equipment]] from your atmospheric technician locker. You should grab at least a hardsuit or fire suit and helmet, a gas mask and gas tank, a gas analyzer, and a holofan projector. Consider grabbing inflatable walls, inflatable doors, steel sheets, and metal rods to be ready to fix spacing.<br />
# Find the [[#Distro|distro]] pipe and inspect its pressure and temperature using your [[#Equipment|gas analyzer]]. If the pressure is zero and shows no sign of rising, take corrective action.<br />
# (''optional'') Set filters to recover gases from the [[#Waste|waste]] pipe. Because [[Pipes_and_vents#Gas_Miner|gas miners]] are available on most stations, this step is not very important. And, unless [[Pipes_and_vents#Air_Scrubber|scrubbers]] are set to siphoning, there will only be waste gases in the waste pipe.<br />
# Deliver [[#Equipment|portable scrubbers]] to locations that expect miasma build up. This is usually the [[Medical#Cloning_and_Morgue|cloning room or morgue in the medical bay]].<br />
# Monitor the station's radio or patrol the station yourself for spacing or other atmospheric issues. Fix issues if they arise.<br />
# Make sure that [[Passenger|suspicious]] [[Nuclear_Operative|people]] are not sabotaging [[#Atmosia|your department]].<br />
<br />
==Gases==<br />
The bread and butter of an atmospheric technician. Gases can be found:<br />
<br />
# In the air around you, so long as there are four walls and a floor enclosing it and preventing it from escaping into space,<br />
# In containers like portable gas tanks and large gas cylinders, and<br />
# In pipes and other atmospheric devices.<br />
<br />
{| class="wikitable sortable"<br />
|+ Gases in SS14<br />
|-<br />
! Gas !! Description !! Specific Heat Capacity !! Molar Mass (g/mol)<br />
|-<br />
| Oxygen<br> [[File:Oxygen gas.png]] || Colorless, reactive gas that humans need to breathe to stay alive. Key oxidizing agent in most combustion reactions. || 20 || 32<br />
|-<br />
| Nitrogen<br> [[File:Nitrogen gas.png]] || Colorless, odorless, inert gas. Somehow, slimes and voxes breathe this. || 30 || 28<br />
|-<br />
| Carbon Dioxide<br> [[File:Carbon dioxide.png]]|| Colorless, odorless, relatively inert gas. Exhaled by creatures that breathe oxygen. Toxic in high enough quantities. The reason why atmospheric technicians are employed. || 30 || 44<br />
|-<br />
| Plasma<br> [[File:Plasma gas.png]] || Purple, putrid, highly-combustible, and toxic gas. Combusts in the presence of oxygen. Unfortunately, it is also vitally important to industrial and scientific activities aboard Nanotrasen stations.|| 200 || 120<br />
|-<br />
| Tritium<br> [[File:Tritium gas.png]] || Green, highly-combustible, and radioactive. Combusts in the presence of oxygen. It is not mined, and its production is a highly-guarded trade secret. || 10 || 6<br />
|-<br />
| Water Vapor<br> [[File:Water vapor.png]] || Water in gaseous form. Due to the unique environment of space, does not condense into liquid water. Harmful to slime people. || 40 || 18<br />
|-<br />
| Miasma || Brownish, foul-smelling gas. Breeds disease, toxic, and harmful in sufficiently large concentrations. A by-product of nasty biological processes, including rotting bodies. || 20 || 44<br />
|-<br />
| Nitrous Oxide || Bluish gas. Otherwise known as "laughing" or "sleepy" gas, it acts as a sedative to non-slimes and is toxic in very high concentrations. Unfortunately, this stuff is exhaled by slimes. || 40 || 44<br />
|-<br />
| Frezon || Blue-greenish gas. Used as an industrial coolant. Used recreationally by some for its euphoric effects, before their lungs freeze out. Proposition 65 Warning. || 600 || 50<br />
|}<br />
<br />
About 79% nitrogen to 21% oxygen is the standard air mix. <br />
<br />
==Equipment==<br />
Like your fellow engineers, you start with a full belt of tools. Atmospheric technicians may also have access to:<br />
<br />
{| class="wikitable"<br />
|+ Atmospheric Equipment<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:OxygenTank.png]] || Portable Oxygen Tank || Small enough to carry around. Hook this up to a mask, and you can have a portable air supply to breathe while in space or fixing leaks. People will probably ask you for these.<br />
|-<br />
| [[File:Gas Analyzer.png]] || Gas Analyzer || Use this to analyze the composition of gases in the air around you, or to measure the temperature and pressure of gases inside pipes.<br />
|-<br />
| [[File:Portable Scrubber.png]] || Portable Scrubber || Can be wrenched down to scrub waste gases to an internal tank. Useful for cleaning up a miasma problem. Must be emptied once full.<br />
|}<br />
<br />
==Holofan Projector==<br />
[[File:Holofan Projector.png]]<br />
[[File:Holofan.png|thumb|A holofan projection.]]<br />
<br />
Holofan projectors are a very useful addition to your equipment loadout that every atmospheric technician should carry with them. Holofans create a holographic firelock that blocks gas flow but unlike a normal firelock, they also allow objects to move through them. They are extremely useful when repairing a hull breach since they will safely block the flow of station atmosphere while still giving you access to move around freely to work.<br />
<br />
Holofan projectors by default store a total of six charges before the internal [[Power cell]] runs out of power. Interact with the holofan projector to eject the power cell.<br />
<br />
Holofans will last for three minutes before despawning.<br />
<br />
==Pipes and Machinery==<br />
''Main article: [[Pipes and vents]]''<br />
<br />
==Atmosia==<br />
Atmospherics, or sometimes referred to as Atmosia, is where you will be spending most of your time. In this jungle of pipes and vents is where the magic of atmospherics happens. Crewmembers that somehow make their way into Atmosia will be baffled at all the filters and mixers. A seasoned Atmospherics Technician will look upon Atmosia see boundless potential. <br />
<br />
Veteran technicians have every pipe, filter, and pump memorized. However, you don't need to know everything to keep the crew breathing and happy. Atmospherics is completely self sufficient at round start and requires no setup to keep the stations air flowing properly. Feel free to take your time learning.<br />
<br />
Starting off you might feel lost but don't worry! take one step at a time, follow each pipe from start to finish. Watch as each filter separates gases to different pipes. See where each valve and pump are placed and learn the importance of why they are there. Observe where the distro and waste loops are and how to keep them separated. Stare at the pipes and flashing lights until they begin to make sense and you feel a sense of homeliness.<br />
<br />
Once you feel comfortable with the layout, feel free to tweak the pipes and pumps to your liking. Boost the flow of oxygen to distro when there is a hull breach. Increase the flow rate of the waste loop to help filter out harmful gases quicker. Reroute the layout to a more efficient setup or experiment with gases in the mix chamber. The possibilities are endless. you are the master, and Atmosia is your personal playground!<br />
<br />
===Gas holding chambers===<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Located in atmospherics is a series of separated gas holding chambers. These chambers will generally contain a specific gas and its respective gas miner. Depending on the station layout, the holding chambers may be separated from the hull by reinforced walls and windows. If a holding chamber is breached all the gas held inside will be vented out to space. Patch up the breach to allow the miner to replenish the storage of gas.<br />
<br />
Each chamber will be connected to the waste and mix loops. The nitrogen and oxygen chambers will also be connected to the distro loop. The gas can be extracted using pumps and mixers and sent off to various locations around atmospherics. Unused gas in the system will be recycled as it flows back along the waste loop. filters will separate each gas and pump it into its assigned chamber. These chambers can generally be considered an ''infinite'' source of gas.<br />
<br />
Each chamber will have a sign on the wall displaying information on what gas is in its own specific chamber. Each chamber should contain pure gas of its element and can safely be treated as such.<br />
<br />
===Distro===<br />
Distro, or the distribution loop, is usually marked with light blue pipes and is responsible for distributing gas to the station via vents. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of Distro is to ensure that the station maintains a constant pressure of breathable air. The distribution loop works in conjunction with air vents spread across the station to slowly replenish the atmosphere. At round start, Distro will be fully automated and connected to only the nitrogen and oxygen gas chambers.<br />
<br />
===Waste===<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
===Mix Chamber===<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=2518Atmospheric Technician2022-07-30T17:04:38Z<p>Kayek: </p>
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<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Engineering, Atmospherics, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
Much like your engineering counterpart, the [[Station Engineer]], your job is to fix, maintain, and improve the station's air quality. By working on various pipes, pumps, and vents insure that the hallways remain breathable. Most of the time your job will be to sit back relax in your department until the inevitable hull breach occurs depressurizing the hallways. When this happens, don your hardsuit and magboots, turn on your internals, and work with the engineers to patch up the hole. Ensure that the atmosphere in the recently breached area is livable once again with by checking with your gas analyzer. Once the air quality is back to standards, return to your department to relax or experiment with the pipes until the next inevitable hull breach occurs.<br />
<br />
Due to the immense potential Atmospherics Technicians possess to ''ruin'' the round in glorious plasma fire and other shenanigans, they are unable to be a [[Traitor]]. <br />
<br />
Your supervisor is [[Chief Engineer]].<br />
<br />
==Quick-Start==<br />
# Grab [[#Equipment|equipment]] from your atmospheric technician locker. You should grab at least a hardsuit or fire suit and helmet, a gas mask and gas tank, a gas analyzer, and a holofan projector. Consider grabbing inflatable walls, inflatable doors, steel sheets, and metal rods to be ready to fix spacing.<br />
# Find the [[#Distro|distro]] pipe and inspect its pressure and temperature using your [[#Equipment|gas analyzer]]. If the pressure is zero and shows no sign of rising, take corrective action.<br />
# (''optional'') Set filters to recover gases from the [[#Waste|waste]] pipe. Because [[Pipes_and_vents#Gas_Miner|gas miners]] are available on most stations, this step is not very important. And, unless [[Pipes_and_vents#Air_Scrubber|scrubbers]] are set to siphoning, there will only be waste gases in the waste pipe.<br />
# Deliver [[#Equipment|portable scrubbers]] to locations that expect miasma build up. This is usually the [[Medical#Cloning_and_Morgue|cloning room or morgue in the medical bay]].<br />
# Monitor the station's radio or patrol the station yourself for spacing or other atmospheric issues. Fix issues if they arise.<br />
# Make sure that [[Passenger|suspicious]] [[Nuclear_Operative|people]] are not sabotaging [[#Atmosia|your department]].<br />
<br />
==Gases==<br />
The bread and butter of an atmospheric technician. Gases can be found:<br />
<br />
# In the air around you, so long as there are four walls and a floor enclosing it and preventing it from escaping into space,<br />
# In containers like portable gas tanks and large gas cylinders, and<br />
# In pipes and other atmospheric devices.<br />
<br />
{| class="wikitable sortable"<br />
|+ Gases in SS14<br />
|-<br />
! Gas !! Description !! Specific Heat Capacity !! Molar Mass (g/mol)<br />
|-<br />
| Oxygen<br> [[File:Oxygen gas.png]] || Colorless, reactive gas that humans need to breathe to stay alive. Key oxidizing agent in most combustion reactions. || 20 || 32<br />
|-<br />
| Nitrogen<br> [[File:Nitrogen gas.png]] || Colorless, odorless, inert gas. Somehow, slimes and voxes breathe this. || 30 || 28<br />
|-<br />
| Carbon Dioxide<br> [[File:Carbon dioxide.png]]|| Colorless, odorless, relatively inert gas. Exhaled by creatures that breathe oxygen. Toxic in high enough quantities. The reason why atmospheric technicians are employed. || 30 || 44<br />
|-<br />
| Plasma<br> [[File:Plasma gas.png]] || Purple, putrid, highly-combustible, and toxic gas. Combusts in the presence of oxygen. Unfortunately, it is also vitally important to industrial and scientific activities aboard Nanotrasen stations.|| 200 || 120<br />
|-<br />
| Tritium<br> [[File:Tritium gas.png]] || Green, highly-combustible, and radioactive. Combusts in the presence of oxygen. It is not mined, and its production is a highly-guarded trade secret. || 10 || 6<br />
|-<br />
| Water Vapor<br> [[File:Water vapor.png]] || Water in gaseous form. Due to the unique environment of space, does not condense into liquid water. Harmful to slime people. || 40 || 18<br />
|-<br />
| Miasma || Brownish, foul-smelling gas. Breeds disease, toxic, and harmful in sufficiently large concentrations. A by-product of nasty biological processes, including rotting bodies. || 20 || 44<br />
|-<br />
| Nitrous Oxide || Bluish gas. Otherwise known as "laughing" or "sleepy" gas, it acts as a sedative to non-slimes and is toxic in very high concentrations. Unfortunately, this stuff is exhaled by slimes. || 40 || 44<br />
|-<br />
| Frezon || Blue-greenish gas. Used as an industrial coolant. Used recreationally by some for its euphoric effects, before their lungs freeze out. Proposition 65 Warning. || 600 || 50<br />
|}<br />
<br />
About 79% nitrogen to 21% oxygen is the standard air mix. <br />
<br />
==Equipment==<br />
Like your fellow engineers, you start with a full belt of tools. Atmospheric technicians may also have access to:<br />
<br />
{| class="wikitable"<br />
|+ Atmospheric Equipment<br />
|-<br />
! Picture !! Name !! Description<br />
|-<br />
| [[File:OxygenTank.png]] || Portable Oxygen Tank || Small enough to carry around. Hook this up to a mask, and you can have a portable air supply to breathe while in space or fixing leaks. People will probably ask you for these.<br />
|-<br />
| [[File:Gas Analyzer.png]] || Gas Analyzer || Use this to analyze the composition of gases in the air around you, or to measure the temperature and pressure of gases inside pipes.<br />
|-<br />
| [[File:Portable Scrubber.png]] || Portable Scrubber || Can be wrenched down to scrub waste gases to an internal tank. Useful for cleaning up a miasma problem. Must be emptied once full.<br />
|}<br />
<br />
==Holofan Projector==<br />
[[File:Holofan Projector.png]]<br />
[[File:Holofan.png|thumb|A holofan projection.]]<br />
<br />
Holofan projectors are a very useful addition to your equipment loadout that every atmospheric technician should carry with them. Holofans create a holographic firelock that blocks gas flow but unlike a normal firelock, they also allow objects to move through them. They are extremely useful when repairing a hull breach since they will safely block the flow of station atmosphere while still giving you access to move around freely to work.<br />
<br />
Holofan projectors by default store a total of six charges before the internal [[Power cell]] runs out of power. Interact with the holofan projector to eject the power cell.<br />
<br />
Holofans will last for three minuets before despawning.<br />
<br />
==Pipes and Machinery==<br />
''Main article: [[Pipes and vents]]''<br />
<br />
==Atmosia==<br />
Atmospherics, or sometimes referred to as Atmosia, is where you will be spending most of your time. In this jungle of pipes and vents is where the magic of atmospherics happens. Crewmembers that somehow make their way into Atmosia will be baffled at all the filters and mixers. A seasoned Atmospherics Technician will look upon Atmosia see boundless potential. <br />
<br />
Veteran technicians have every pipe, filter, and pump memorized. However, you don't need to know everything to keep the crew breathing and happy. Atmospherics is completely self sufficient at round start and requires no setup to keep the stations air flowing properly. Feel free to take your time learning.<br />
<br />
Starting off you might feel lost but don't worry! take one step at a time, follow each pipe from start to finish. Watch as each filter separates gases to different pipes. See where each valve and pump are placed and learn the importance of why they are there. Observe where the distro and waste loops are and how to keep them separated. Stare at the pipes and flashing lights until they begin to make sense and you feel a sense of homeliness.<br />
<br />
Once you feel comfortable with the layout, feel free to tweak the pipes and pumps to your liking. Boost the flow of oxygen to distro when there is a hull breach. Increase the flow rate of the waste loop to help filter out harmful gases quicker. Reroute the layout to a more efficient setup or experiment with gases in the mix chamber. The possibilities are endless. you are the master, and Atmosia is your personal playground!<br />
<br />
===Gas holding chambers===<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Located in atmospherics is a series of separated gas holding chambers. These chambers will generally contain a specific gas and its respective gas miner. Depending on the station layout, the holding chambers may be separated from the hull by reinforced walls and windows. If a holding chamber is breached all the gas held inside will be vented out to space. Patch up the breach to allow the miner to replenish the storage of gas.<br />
<br />
Each chamber will be connected to the waste and mix loops. The nitrogen and oxygen chambers will also be connected to the distro loop. The gas can be extracted using pumps and mixers and sent off to various locations around atmospherics. Unused gas in the system will be recycled as it flows back along the waste loop. filters will separate each gas and pump it into its assigned chamber. These chambers can generally be considered an ''infinite'' source of gas.<br />
<br />
Each chamber will have a sign on the wall displaying information on what gas is in its own specific chamber. Each chamber should contain pure gas of its element and can safely be treated as such.<br />
<br />
===Distro===<br />
Distro, or the distribution loop, is usually marked with light blue pipes and is responsible for distributing gas to the station via vents. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of Distro is to ensure that the station maintains a constant pressure of breathable air. The distribution loop works in conjunction with air vents spread across the station to slowly replenish the atmosphere. At round start, Distro will be fully automated and connected to only the nitrogen and oxygen gas chambers.<br />
<br />
===Waste===<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
===Mix Chamber===<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=File:Holofan.png&diff=2517File:Holofan.png2022-07-30T17:01:20Z<p>Kayek: </p>
<hr />
<div>A holofan projection made by a holofan projector.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=File:Holofan_Projector.png&diff=2516File:Holofan Projector.png2022-07-30T16:45:42Z<p>Kayek: </p>
<hr />
<div>A holofan projector used by atmospheric technicians.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Pipes_and_vents&diff=2515Pipes and vents2022-07-30T16:35:52Z<p>Kayek: /* Air Injector */</p>
<hr />
<div>WIP<br />
<br />
<br />
==General Information==<br />
All gases can flow through the various pipes found in the game. Gas will always attempt to flow from higher pressure to lower pressure. If a gas is not in a pipe, canister, or tank, it will be in the atmosphere and will interact with other objects.<br />
<br />
Gas will always try to even out the pressure. For example, if a empty canister is connected to a pipe pressurized at 4500kpa, the canister will also only be pressurized to 4500kpa. If a canister pressurized at 9000kpa is connected to the same pipe, gas will flow out of the canister until a even pressure is acquired.<br />
<br />
If pressurized pipes get unwrenched they will dump all of their contents into the surrounding atmosphere and will, depending on the pressure level, violently blow the wrench user away. You will know if you are unwrenching a pressurized pipe if you get the message stating "A gush of air blows in your face... Maybe you should reconsider?" It is good practice to always use your gas analyzer on every pipe before unwrenching to ensure it is depressurized.<br />
<br />
All pipes can be unwrenched to disconnect them from others. By using a welder on a unwrenched pipe segment you can deconstruct it into steel.<br />
<br />
A broken or unconnected segment of pipe WILL NOT allow gas to pass through. Do not worry about all your gas escaping out of a broken or unconnected pipe segment.<br />
<br />
Most pumps, mixers, and filters do not require power to function. Only air vents and scrubbers require power. You can shift-click on a segment to examine it to see if it is powered.<br />
<br />
==Pipes==<br />
<br />
<br />
Allows gas to flow freely. Comes in four shapes. Straight, Elbow, 3-way-juntion, 4-way-junction.<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Pipe straight.png]] || gas pipe straight || A straight segment of pipe.<br />
|-<br />
| [[File:Pipe elbow.png]] || gas pipe bend || A elbow segment of pipe.<br />
|-<br />
| [[File:Pipe 3 way.png]] || gas pipe T junction || A three way junction segment of pipe.<br />
|-<br />
| [[File:Pipe 4 way.png]] || gas pipe fourway || A four way junction segment of pipe.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Pumps==<br />
Pumps gas to the other side based on the set pressure. Blocks gas from passing through if toggled off. <br />
Comes in two varities:<br />
<br />
[[File:Gas pump.png]]<br />
<br />
[[File:Gas pump interface.png]]<br />
<br />
Standard gas pump. Pumps gas along based on internal and external pressure. Has a maximum throughput of 4.5 Mpa.<br />
Mostly used to act as a valve to allow/disallow gas to flow from one pipe to another. Works very well in high pressure pipes but looses effectiveness when the pressure is lower. Regular gas pumps are more effective in lower pressure systems but will lose efficiency as the volume of gas rises.<br />
<br />
At lower pressures a gas pump is generally a better option at moving gas.<br />
<br />
<br />
[[File:Volumetric gas pump.png]]<br />
<br />
[[File:Volumetric gas pump interface.png]]<br />
<br />
Volumetric pump.<br />
Pumps gas along based of internal and external mole amount. Has a maximum throughput of 200 L/s.<br />
Acts exactly like a gas pump but works off of mole amount instead of pressure. can move about twice as much gas compared to a regular gas pump if conditions are right.<br />
<br />
For extremely high pressure pipes a volumetric pump is generally a better option at moving gas. <br />
<br />
In certain cases volumetric pumps are also better if you are using huge quantities of gas.<br />
<br />
==Manual Valves==<br />
Acts like a switch that either allows gas to flow through, or prevents it from flowing through. Can be toggled on and off. <br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Manual valve open.png]] || Manual valve open || A green light is open.<br />
|-<br />
| [[File:Manual valve closed.png]] || Manual valve closed || A red light is closed.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Gas Mixer==<br />
<br />
[[File:Gas Mixer.png]]<br />
<br />
[[File:Gas mixer interface.png]]<br />
<br />
A gas mixer is a fancy version of the gas pump. It allows you to combine the gas flow of two different pipes and mix them into a single pipe. The gas mixer will combine the contents of two different pipes and will give you the option of setting the percentage of throughput you want on each of the input pipes. The primary port will be parallel with the output while the side port will be perpendicular.<br />
<br />
Gas mixers are essential for distro as the station's atmosphere is 20% oxygen and 80% nitrogen.<br />
Gas mixers are also used for the combination of two different gases to create a new gas such as a common burn-mix.<br />
<br />
If the gas mixer is toggled off then it will not allow any gas to flow through. <br />
<br />
If both inputs are set to receive gas then both inputs must have gas flowing through them for the pump to work. For example, if the mixer is set to mix gas at a 80 to 20 ratio and the input pipe at 20% has no gas then the mixer will not allow the input pipe with 80% gas to flow through and vice versa.<br />
<br />
==Gas Filter==<br />
<br />
[[File:Gas Filter.png]]<br />
<br />
[[File:Gas filter interface.png]]<br />
<br />
Gas filters are another special type of gas pump. Gas filters are primarily used to extract a specific individual type gas from a pipe. They function similarly to the gas mixer, except they have one inlet port and two output ports. When gas flows through a mixer the selected gas to be filtered out will exit the perpendicular outlet port while all other gases will continue to flow down the parallel outlet port. If you wish to filter out more than one gas you will need to set up gas filters in series for each specific gas.<br />
<br />
Gas filters are used to extract each individual gas from the waste loop. This ensures that only one type of gas is present in each specific gas holding tank. Gas filters are essential when you are trying to target and isolate a specific gas.<br />
<br />
Gas filters do not require both outputs to be connected to function if there is no gas selected to filter or the filtered gas is not present. In this case the filter will act as a simple straight pipe segment. However, The filter will not allow gas to flow if the selected gas is present and there is no pipe connected to the perpendicular filter port.<br />
<br />
==Vents==<br />
[[File:Gas vent.png]]<br />
<br />
Gas vents come in three varieties: Standard, Dual-port, and Passive.<br />
<br />
All gas vents are solely used to move gas from pipes into the surrounding atmosphere.<br />
Gas vents are commonly used in conjunction with the distro loop to distribute breathable air to the station. Gas vents and the distro system are responsible for replenishing the atmosphere on the station.<br />
<br />
A standard air vent will only allow a maximum pressure of 101.3 kPa to flow. If the external pressure is higher than the limit, no gas will flow out of the vent. Requires power to function.<br />
<br />
A dual-port air vent is exactly like a standard air vent but it has two inlet connection ports.<br />
<br />
A passive air vent does not require power and will allow any pressure to flow in '''both''' directions depending on the internal and external pressures. If the internal, or pipe pressure, is higher than the external, or outside atmosphere, Gas will flow out. The opposite is true if the external pressure is higher than the internal pressure. Passive air vents are mostly used in the mix tank and [[Supermatter]] chamber where very high pressures are needed.<br />
<br />
==Air Scrubber==<br />
<br />
[[File:Air Scubber.png]]<br />
<br />
Air scrubbers slowly suck gas out of the surrounding atmosphere and can be found spread around the station. Mostly used in the waste loop, air scrubbers will syphon gas out of the atmosphere and shunt it along the waste loop where the gas will then be recycled and filtered into the gas holding chambers. <br />
<br />
Air scrubbers must be powered and connected to an outlet port in order to function. A properly functioning air scrubber will be glowing blue.<br />
<br />
==Air Injector==<br />
[[File:Air injector.png]]<br />
<br />
Air injectors have one purpose. They simply exist to only allow gas to flow from a pressurized pipe into the surrounding atmosphere. This handy little tool are useful when you want to inject a gas into an area but not allow any backflow. usually used with a filter/injector combination to single out a specific gas and pump it into a holding chamber.<br />
<br />
Air injectors have a maximum output pressure of 9000 kPa.<br />
<br />
==Connecter Port==<br />
[[File:Connecter port.png]]<br />
<br />
Connecter ports are solely used to transfer gas from a pipe into a canister and vice versa. Wrench a canister on top of a connecter port to connect them. A connected canister will allow gas to flow until the pressure evens out.<br />
<br />
==Canisters==<br />
<br />
[[File:Canister.png]]<br />
<br />
[[File:Canister interface.png]]<br />
<br />
Canisters are used to hold and transport gas. Drag a canister over to a connecter port and use a wrench to connect it. If the connecter port's internal pressure is higher than the canister pressure, gas will flow into the canister until the pressure evens out. <br />
<br />
If the canister has a higher pressure gas will flow out until the pressure difference is even. Canisters can release gas in different ways depending on the situation. Gas will only flow out if the release valve is toggled open. If the release valve pressure is lower than the external pressure, no gas will flow out. <br />
* If the canister is wrenched to a connector port, gas will flow into the connector port. <br />
*If a oxygen tank is inserted into a canister, gas will flow into the oxygen tank. <br />
*If the canister is not connected to anything, gas will flow out into the surrounding atmosphere.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Pipes_and_vents&diff=2514Pipes and vents2022-07-30T16:35:35Z<p>Kayek: /* Air Injector */</p>
<hr />
<div>WIP<br />
<br />
<br />
==General Information==<br />
All gases can flow through the various pipes found in the game. Gas will always attempt to flow from higher pressure to lower pressure. If a gas is not in a pipe, canister, or tank, it will be in the atmosphere and will interact with other objects.<br />
<br />
Gas will always try to even out the pressure. For example, if a empty canister is connected to a pipe pressurized at 4500kpa, the canister will also only be pressurized to 4500kpa. If a canister pressurized at 9000kpa is connected to the same pipe, gas will flow out of the canister until a even pressure is acquired.<br />
<br />
If pressurized pipes get unwrenched they will dump all of their contents into the surrounding atmosphere and will, depending on the pressure level, violently blow the wrench user away. You will know if you are unwrenching a pressurized pipe if you get the message stating "A gush of air blows in your face... Maybe you should reconsider?" It is good practice to always use your gas analyzer on every pipe before unwrenching to ensure it is depressurized.<br />
<br />
All pipes can be unwrenched to disconnect them from others. By using a welder on a unwrenched pipe segment you can deconstruct it into steel.<br />
<br />
A broken or unconnected segment of pipe WILL NOT allow gas to pass through. Do not worry about all your gas escaping out of a broken or unconnected pipe segment.<br />
<br />
Most pumps, mixers, and filters do not require power to function. Only air vents and scrubbers require power. You can shift-click on a segment to examine it to see if it is powered.<br />
<br />
==Pipes==<br />
<br />
<br />
Allows gas to flow freely. Comes in four shapes. Straight, Elbow, 3-way-juntion, 4-way-junction.<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Pipe straight.png]] || gas pipe straight || A straight segment of pipe.<br />
|-<br />
| [[File:Pipe elbow.png]] || gas pipe bend || A elbow segment of pipe.<br />
|-<br />
| [[File:Pipe 3 way.png]] || gas pipe T junction || A three way junction segment of pipe.<br />
|-<br />
| [[File:Pipe 4 way.png]] || gas pipe fourway || A four way junction segment of pipe.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Pumps==<br />
Pumps gas to the other side based on the set pressure. Blocks gas from passing through if toggled off. <br />
Comes in two varities:<br />
<br />
[[File:Gas pump.png]]<br />
<br />
[[File:Gas pump interface.png]]<br />
<br />
Standard gas pump. Pumps gas along based on internal and external pressure. Has a maximum throughput of 4.5 Mpa.<br />
Mostly used to act as a valve to allow/disallow gas to flow from one pipe to another. Works very well in high pressure pipes but looses effectiveness when the pressure is lower. Regular gas pumps are more effective in lower pressure systems but will lose efficiency as the volume of gas rises.<br />
<br />
At lower pressures a gas pump is generally a better option at moving gas.<br />
<br />
<br />
[[File:Volumetric gas pump.png]]<br />
<br />
[[File:Volumetric gas pump interface.png]]<br />
<br />
Volumetric pump.<br />
Pumps gas along based of internal and external mole amount. Has a maximum throughput of 200 L/s.<br />
Acts exactly like a gas pump but works off of mole amount instead of pressure. can move about twice as much gas compared to a regular gas pump if conditions are right.<br />
<br />
For extremely high pressure pipes a volumetric pump is generally a better option at moving gas. <br />
<br />
In certain cases volumetric pumps are also better if you are using huge quantities of gas.<br />
<br />
==Manual Valves==<br />
Acts like a switch that either allows gas to flow through, or prevents it from flowing through. Can be toggled on and off. <br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Manual valve open.png]] || Manual valve open || A green light is open.<br />
|-<br />
| [[File:Manual valve closed.png]] || Manual valve closed || A red light is closed.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Gas Mixer==<br />
<br />
[[File:Gas Mixer.png]]<br />
<br />
[[File:Gas mixer interface.png]]<br />
<br />
A gas mixer is a fancy version of the gas pump. It allows you to combine the gas flow of two different pipes and mix them into a single pipe. The gas mixer will combine the contents of two different pipes and will give you the option of setting the percentage of throughput you want on each of the input pipes. The primary port will be parallel with the output while the side port will be perpendicular.<br />
<br />
Gas mixers are essential for distro as the station's atmosphere is 20% oxygen and 80% nitrogen.<br />
Gas mixers are also used for the combination of two different gases to create a new gas such as a common burn-mix.<br />
<br />
If the gas mixer is toggled off then it will not allow any gas to flow through. <br />
<br />
If both inputs are set to receive gas then both inputs must have gas flowing through them for the pump to work. For example, if the mixer is set to mix gas at a 80 to 20 ratio and the input pipe at 20% has no gas then the mixer will not allow the input pipe with 80% gas to flow through and vice versa.<br />
<br />
==Gas Filter==<br />
<br />
[[File:Gas Filter.png]]<br />
<br />
[[File:Gas filter interface.png]]<br />
<br />
Gas filters are another special type of gas pump. Gas filters are primarily used to extract a specific individual type gas from a pipe. They function similarly to the gas mixer, except they have one inlet port and two output ports. When gas flows through a mixer the selected gas to be filtered out will exit the perpendicular outlet port while all other gases will continue to flow down the parallel outlet port. If you wish to filter out more than one gas you will need to set up gas filters in series for each specific gas.<br />
<br />
Gas filters are used to extract each individual gas from the waste loop. This ensures that only one type of gas is present in each specific gas holding tank. Gas filters are essential when you are trying to target and isolate a specific gas.<br />
<br />
Gas filters do not require both outputs to be connected to function if there is no gas selected to filter or the filtered gas is not present. In this case the filter will act as a simple straight pipe segment. However, The filter will not allow gas to flow if the selected gas is present and there is no pipe connected to the perpendicular filter port.<br />
<br />
==Vents==<br />
[[File:Gas vent.png]]<br />
<br />
Gas vents come in three varieties: Standard, Dual-port, and Passive.<br />
<br />
All gas vents are solely used to move gas from pipes into the surrounding atmosphere.<br />
Gas vents are commonly used in conjunction with the distro loop to distribute breathable air to the station. Gas vents and the distro system are responsible for replenishing the atmosphere on the station.<br />
<br />
A standard air vent will only allow a maximum pressure of 101.3 kPa to flow. If the external pressure is higher than the limit, no gas will flow out of the vent. Requires power to function.<br />
<br />
A dual-port air vent is exactly like a standard air vent but it has two inlet connection ports.<br />
<br />
A passive air vent does not require power and will allow any pressure to flow in '''both''' directions depending on the internal and external pressures. If the internal, or pipe pressure, is higher than the external, or outside atmosphere, Gas will flow out. The opposite is true if the external pressure is higher than the internal pressure. Passive air vents are mostly used in the mix tank and [[Supermatter]] chamber where very high pressures are needed.<br />
<br />
==Air Scrubber==<br />
<br />
[[File:Air Scubber.png]]<br />
<br />
Air scrubbers slowly suck gas out of the surrounding atmosphere and can be found spread around the station. Mostly used in the waste loop, air scrubbers will syphon gas out of the atmosphere and shunt it along the waste loop where the gas will then be recycled and filtered into the gas holding chambers. <br />
<br />
Air scrubbers must be powered and connected to an outlet port in order to function. A properly functioning air scrubber will be glowing blue.<br />
<br />
==Air Injector==<br />
[[File:Air injector.png]]<br />
<br />
Air injectors have one purpose. They simply exist to only allow gas to flow from a pressurized pipe into the surrounding atmosphere. This handy little tool are useful when you want to inject a gas into an area but not allow any backflow. usually used with a filter/injector combination to single out a specific gas and pump it into a holding chamber.<br />
<br />
Air injectors have a maximum output pressure of 9000 kPa. They are usually able to pump more gas into a chamber than a vent can.<br />
<br />
==Connecter Port==<br />
[[File:Connecter port.png]]<br />
<br />
Connecter ports are solely used to transfer gas from a pipe into a canister and vice versa. Wrench a canister on top of a connecter port to connect them. A connected canister will allow gas to flow until the pressure evens out.<br />
<br />
==Canisters==<br />
<br />
[[File:Canister.png]]<br />
<br />
[[File:Canister interface.png]]<br />
<br />
Canisters are used to hold and transport gas. Drag a canister over to a connecter port and use a wrench to connect it. If the connecter port's internal pressure is higher than the canister pressure, gas will flow into the canister until the pressure evens out. <br />
<br />
If the canister has a higher pressure gas will flow out until the pressure difference is even. Canisters can release gas in different ways depending on the situation. Gas will only flow out if the release valve is toggled open. If the release valve pressure is lower than the external pressure, no gas will flow out. <br />
* If the canister is wrenched to a connector port, gas will flow into the connector port. <br />
*If a oxygen tank is inserted into a canister, gas will flow into the oxygen tank. <br />
*If the canister is not connected to anything, gas will flow out into the surrounding atmosphere.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Pipes_and_vents&diff=2513Pipes and vents2022-07-30T16:33:02Z<p>Kayek: /* Air Injector */</p>
<hr />
<div>WIP<br />
<br />
<br />
==General Information==<br />
All gases can flow through the various pipes found in the game. Gas will always attempt to flow from higher pressure to lower pressure. If a gas is not in a pipe, canister, or tank, it will be in the atmosphere and will interact with other objects.<br />
<br />
Gas will always try to even out the pressure. For example, if a empty canister is connected to a pipe pressurized at 4500kpa, the canister will also only be pressurized to 4500kpa. If a canister pressurized at 9000kpa is connected to the same pipe, gas will flow out of the canister until a even pressure is acquired.<br />
<br />
If pressurized pipes get unwrenched they will dump all of their contents into the surrounding atmosphere and will, depending on the pressure level, violently blow the wrench user away. You will know if you are unwrenching a pressurized pipe if you get the message stating "A gush of air blows in your face... Maybe you should reconsider?" It is good practice to always use your gas analyzer on every pipe before unwrenching to ensure it is depressurized.<br />
<br />
All pipes can be unwrenched to disconnect them from others. By using a welder on a unwrenched pipe segment you can deconstruct it into steel.<br />
<br />
A broken or unconnected segment of pipe WILL NOT allow gas to pass through. Do not worry about all your gas escaping out of a broken or unconnected pipe segment.<br />
<br />
Most pumps, mixers, and filters do not require power to function. Only air vents and scrubbers require power. You can shift-click on a segment to examine it to see if it is powered.<br />
<br />
==Pipes==<br />
<br />
<br />
Allows gas to flow freely. Comes in four shapes. Straight, Elbow, 3-way-juntion, 4-way-junction.<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Pipe straight.png]] || gas pipe straight || A straight segment of pipe.<br />
|-<br />
| [[File:Pipe elbow.png]] || gas pipe bend || A elbow segment of pipe.<br />
|-<br />
| [[File:Pipe 3 way.png]] || gas pipe T junction || A three way junction segment of pipe.<br />
|-<br />
| [[File:Pipe 4 way.png]] || gas pipe fourway || A four way junction segment of pipe.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Pumps==<br />
Pumps gas to the other side based on the set pressure. Blocks gas from passing through if toggled off. <br />
Comes in two varities:<br />
<br />
[[File:Gas pump.png]]<br />
<br />
[[File:Gas pump interface.png]]<br />
<br />
Standard gas pump. Pumps gas along based on internal and external pressure. Has a maximum throughput of 4.5 Mpa.<br />
Mostly used to act as a valve to allow/disallow gas to flow from one pipe to another. Works very well in high pressure pipes but looses effectiveness when the pressure is lower. Regular gas pumps are more effective in lower pressure systems but will lose efficiency as the volume of gas rises.<br />
<br />
At lower pressures a gas pump is generally a better option at moving gas.<br />
<br />
<br />
[[File:Volumetric gas pump.png]]<br />
<br />
[[File:Volumetric gas pump interface.png]]<br />
<br />
Volumetric pump.<br />
Pumps gas along based of internal and external mole amount. Has a maximum throughput of 200 L/s.<br />
Acts exactly like a gas pump but works off of mole amount instead of pressure. can move about twice as much gas compared to a regular gas pump if conditions are right.<br />
<br />
For extremely high pressure pipes a volumetric pump is generally a better option at moving gas. <br />
<br />
In certain cases volumetric pumps are also better if you are using huge quantities of gas.<br />
<br />
==Manual Valves==<br />
Acts like a switch that either allows gas to flow through, or prevents it from flowing through. Can be toggled on and off. <br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Manual valve open.png]] || Manual valve open || A green light is open.<br />
|-<br />
| [[File:Manual valve closed.png]] || Manual valve closed || A red light is closed.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Gas Mixer==<br />
<br />
[[File:Gas Mixer.png]]<br />
<br />
[[File:Gas mixer interface.png]]<br />
<br />
A gas mixer is a fancy version of the gas pump. It allows you to combine the gas flow of two different pipes and mix them into a single pipe. The gas mixer will combine the contents of two different pipes and will give you the option of setting the percentage of throughput you want on each of the input pipes. The primary port will be parallel with the output while the side port will be perpendicular.<br />
<br />
Gas mixers are essential for distro as the station's atmosphere is 20% oxygen and 80% nitrogen.<br />
Gas mixers are also used for the combination of two different gases to create a new gas such as a common burn-mix.<br />
<br />
If the gas mixer is toggled off then it will not allow any gas to flow through. <br />
<br />
If both inputs are set to receive gas then both inputs must have gas flowing through them for the pump to work. For example, if the mixer is set to mix gas at a 80 to 20 ratio and the input pipe at 20% has no gas then the mixer will not allow the input pipe with 80% gas to flow through and vice versa.<br />
<br />
==Gas Filter==<br />
<br />
[[File:Gas Filter.png]]<br />
<br />
[[File:Gas filter interface.png]]<br />
<br />
Gas filters are another special type of gas pump. Gas filters are primarily used to extract a specific individual type gas from a pipe. They function similarly to the gas mixer, except they have one inlet port and two output ports. When gas flows through a mixer the selected gas to be filtered out will exit the perpendicular outlet port while all other gases will continue to flow down the parallel outlet port. If you wish to filter out more than one gas you will need to set up gas filters in series for each specific gas.<br />
<br />
Gas filters are used to extract each individual gas from the waste loop. This ensures that only one type of gas is present in each specific gas holding tank. Gas filters are essential when you are trying to target and isolate a specific gas.<br />
<br />
Gas filters do not require both outputs to be connected to function if there is no gas selected to filter or the filtered gas is not present. In this case the filter will act as a simple straight pipe segment. However, The filter will not allow gas to flow if the selected gas is present and there is no pipe connected to the perpendicular filter port.<br />
<br />
==Vents==<br />
[[File:Gas vent.png]]<br />
<br />
Gas vents come in three varieties: Standard, Dual-port, and Passive.<br />
<br />
All gas vents are solely used to move gas from pipes into the surrounding atmosphere.<br />
Gas vents are commonly used in conjunction with the distro loop to distribute breathable air to the station. Gas vents and the distro system are responsible for replenishing the atmosphere on the station.<br />
<br />
A standard air vent will only allow a maximum pressure of 101.3 kPa to flow. If the external pressure is higher than the limit, no gas will flow out of the vent. Requires power to function.<br />
<br />
A dual-port air vent is exactly like a standard air vent but it has two inlet connection ports.<br />
<br />
A passive air vent does not require power and will allow any pressure to flow in '''both''' directions depending on the internal and external pressures. If the internal, or pipe pressure, is higher than the external, or outside atmosphere, Gas will flow out. The opposite is true if the external pressure is higher than the internal pressure. Passive air vents are mostly used in the mix tank and [[Supermatter]] chamber where very high pressures are needed.<br />
<br />
==Air Scrubber==<br />
<br />
[[File:Air Scubber.png]]<br />
<br />
Air scrubbers slowly suck gas out of the surrounding atmosphere and can be found spread around the station. Mostly used in the waste loop, air scrubbers will syphon gas out of the atmosphere and shunt it along the waste loop where the gas will then be recycled and filtered into the gas holding chambers. <br />
<br />
Air scrubbers must be powered and connected to an outlet port in order to function. A properly functioning air scrubber will be glowing blue.<br />
<br />
==Air Injector==<br />
[[File:Air injector.png]]<br />
<br />
Air injectors have one purpose. They simply exist to only allow gas to flow from a pressurized pipe into the surrounding atmosphere. This handy little tool are useful when you want to inject a gas into an area but not allow any backflow. usually used with a filter/injector combination to single out a specific gas and pump it into a holding chamber.<br />
<br />
Air injectors have a maximum output pressure of 9000 kPa.<br />
<br />
==Connecter Port==<br />
[[File:Connecter port.png]]<br />
<br />
Connecter ports are solely used to transfer gas from a pipe into a canister and vice versa. Wrench a canister on top of a connecter port to connect them. A connected canister will allow gas to flow until the pressure evens out.<br />
<br />
==Canisters==<br />
<br />
[[File:Canister.png]]<br />
<br />
[[File:Canister interface.png]]<br />
<br />
Canisters are used to hold and transport gas. Drag a canister over to a connecter port and use a wrench to connect it. If the connecter port's internal pressure is higher than the canister pressure, gas will flow into the canister until the pressure evens out. <br />
<br />
If the canister has a higher pressure gas will flow out until the pressure difference is even. Canisters can release gas in different ways depending on the situation. Gas will only flow out if the release valve is toggled open. If the release valve pressure is lower than the external pressure, no gas will flow out. <br />
* If the canister is wrenched to a connector port, gas will flow into the connector port. <br />
*If a oxygen tank is inserted into a canister, gas will flow into the oxygen tank. <br />
*If the canister is not connected to anything, gas will flow out into the surrounding atmosphere.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Pipes_and_vents&diff=2512Pipes and vents2022-07-30T16:32:37Z<p>Kayek: /* Air Injector */</p>
<hr />
<div>WIP<br />
<br />
<br />
==General Information==<br />
All gases can flow through the various pipes found in the game. Gas will always attempt to flow from higher pressure to lower pressure. If a gas is not in a pipe, canister, or tank, it will be in the atmosphere and will interact with other objects.<br />
<br />
Gas will always try to even out the pressure. For example, if a empty canister is connected to a pipe pressurized at 4500kpa, the canister will also only be pressurized to 4500kpa. If a canister pressurized at 9000kpa is connected to the same pipe, gas will flow out of the canister until a even pressure is acquired.<br />
<br />
If pressurized pipes get unwrenched they will dump all of their contents into the surrounding atmosphere and will, depending on the pressure level, violently blow the wrench user away. You will know if you are unwrenching a pressurized pipe if you get the message stating "A gush of air blows in your face... Maybe you should reconsider?" It is good practice to always use your gas analyzer on every pipe before unwrenching to ensure it is depressurized.<br />
<br />
All pipes can be unwrenched to disconnect them from others. By using a welder on a unwrenched pipe segment you can deconstruct it into steel.<br />
<br />
A broken or unconnected segment of pipe WILL NOT allow gas to pass through. Do not worry about all your gas escaping out of a broken or unconnected pipe segment.<br />
<br />
Most pumps, mixers, and filters do not require power to function. Only air vents and scrubbers require power. You can shift-click on a segment to examine it to see if it is powered.<br />
<br />
==Pipes==<br />
<br />
<br />
Allows gas to flow freely. Comes in four shapes. Straight, Elbow, 3-way-juntion, 4-way-junction.<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Pipe straight.png]] || gas pipe straight || A straight segment of pipe.<br />
|-<br />
| [[File:Pipe elbow.png]] || gas pipe bend || A elbow segment of pipe.<br />
|-<br />
| [[File:Pipe 3 way.png]] || gas pipe T junction || A three way junction segment of pipe.<br />
|-<br />
| [[File:Pipe 4 way.png]] || gas pipe fourway || A four way junction segment of pipe.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Pumps==<br />
Pumps gas to the other side based on the set pressure. Blocks gas from passing through if toggled off. <br />
Comes in two varities:<br />
<br />
[[File:Gas pump.png]]<br />
<br />
[[File:Gas pump interface.png]]<br />
<br />
Standard gas pump. Pumps gas along based on internal and external pressure. Has a maximum throughput of 4.5 Mpa.<br />
Mostly used to act as a valve to allow/disallow gas to flow from one pipe to another. Works very well in high pressure pipes but looses effectiveness when the pressure is lower. Regular gas pumps are more effective in lower pressure systems but will lose efficiency as the volume of gas rises.<br />
<br />
At lower pressures a gas pump is generally a better option at moving gas.<br />
<br />
<br />
[[File:Volumetric gas pump.png]]<br />
<br />
[[File:Volumetric gas pump interface.png]]<br />
<br />
Volumetric pump.<br />
Pumps gas along based of internal and external mole amount. Has a maximum throughput of 200 L/s.<br />
Acts exactly like a gas pump but works off of mole amount instead of pressure. can move about twice as much gas compared to a regular gas pump if conditions are right.<br />
<br />
For extremely high pressure pipes a volumetric pump is generally a better option at moving gas. <br />
<br />
In certain cases volumetric pumps are also better if you are using huge quantities of gas.<br />
<br />
==Manual Valves==<br />
Acts like a switch that either allows gas to flow through, or prevents it from flowing through. Can be toggled on and off. <br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Manual valve open.png]] || Manual valve open || A green light is open.<br />
|-<br />
| [[File:Manual valve closed.png]] || Manual valve closed || A red light is closed.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Gas Mixer==<br />
<br />
[[File:Gas Mixer.png]]<br />
<br />
[[File:Gas mixer interface.png]]<br />
<br />
A gas mixer is a fancy version of the gas pump. It allows you to combine the gas flow of two different pipes and mix them into a single pipe. The gas mixer will combine the contents of two different pipes and will give you the option of setting the percentage of throughput you want on each of the input pipes. The primary port will be parallel with the output while the side port will be perpendicular.<br />
<br />
Gas mixers are essential for distro as the station's atmosphere is 20% oxygen and 80% nitrogen.<br />
Gas mixers are also used for the combination of two different gases to create a new gas such as a common burn-mix.<br />
<br />
If the gas mixer is toggled off then it will not allow any gas to flow through. <br />
<br />
If both inputs are set to receive gas then both inputs must have gas flowing through them for the pump to work. For example, if the mixer is set to mix gas at a 80 to 20 ratio and the input pipe at 20% has no gas then the mixer will not allow the input pipe with 80% gas to flow through and vice versa.<br />
<br />
==Gas Filter==<br />
<br />
[[File:Gas Filter.png]]<br />
<br />
[[File:Gas filter interface.png]]<br />
<br />
Gas filters are another special type of gas pump. Gas filters are primarily used to extract a specific individual type gas from a pipe. They function similarly to the gas mixer, except they have one inlet port and two output ports. When gas flows through a mixer the selected gas to be filtered out will exit the perpendicular outlet port while all other gases will continue to flow down the parallel outlet port. If you wish to filter out more than one gas you will need to set up gas filters in series for each specific gas.<br />
<br />
Gas filters are used to extract each individual gas from the waste loop. This ensures that only one type of gas is present in each specific gas holding tank. Gas filters are essential when you are trying to target and isolate a specific gas.<br />
<br />
Gas filters do not require both outputs to be connected to function if there is no gas selected to filter or the filtered gas is not present. In this case the filter will act as a simple straight pipe segment. However, The filter will not allow gas to flow if the selected gas is present and there is no pipe connected to the perpendicular filter port.<br />
<br />
==Vents==<br />
[[File:Gas vent.png]]<br />
<br />
Gas vents come in three varieties: Standard, Dual-port, and Passive.<br />
<br />
All gas vents are solely used to move gas from pipes into the surrounding atmosphere.<br />
Gas vents are commonly used in conjunction with the distro loop to distribute breathable air to the station. Gas vents and the distro system are responsible for replenishing the atmosphere on the station.<br />
<br />
A standard air vent will only allow a maximum pressure of 101.3 kPa to flow. If the external pressure is higher than the limit, no gas will flow out of the vent. Requires power to function.<br />
<br />
A dual-port air vent is exactly like a standard air vent but it has two inlet connection ports.<br />
<br />
A passive air vent does not require power and will allow any pressure to flow in '''both''' directions depending on the internal and external pressures. If the internal, or pipe pressure, is higher than the external, or outside atmosphere, Gas will flow out. The opposite is true if the external pressure is higher than the internal pressure. Passive air vents are mostly used in the mix tank and [[Supermatter]] chamber where very high pressures are needed.<br />
<br />
==Air Scrubber==<br />
<br />
[[File:Air Scubber.png]]<br />
<br />
Air scrubbers slowly suck gas out of the surrounding atmosphere and can be found spread around the station. Mostly used in the waste loop, air scrubbers will syphon gas out of the atmosphere and shunt it along the waste loop where the gas will then be recycled and filtered into the gas holding chambers. <br />
<br />
Air scrubbers must be powered and connected to an outlet port in order to function. A properly functioning air scrubber will be glowing blue.<br />
<br />
==Air Injector==<br />
[[File:Air injector.png]]<br />
<br />
Air injectors have one purpose. They simply exist to only allow gas to flow from a pressurized pipe into the surrounding atmosphere. Air injectors have a maximum output pressure of 9000 kPa. This handy little tool are useful when you want to inject a gas into an area but not allow any backflow. usually used with a filter/injector combination to single out a specific gas and pump it into a holding chamber.<br />
<br />
==Connecter Port==<br />
[[File:Connecter port.png]]<br />
<br />
Connecter ports are solely used to transfer gas from a pipe into a canister and vice versa. Wrench a canister on top of a connecter port to connect them. A connected canister will allow gas to flow until the pressure evens out.<br />
<br />
==Canisters==<br />
<br />
[[File:Canister.png]]<br />
<br />
[[File:Canister interface.png]]<br />
<br />
Canisters are used to hold and transport gas. Drag a canister over to a connecter port and use a wrench to connect it. If the connecter port's internal pressure is higher than the canister pressure, gas will flow into the canister until the pressure evens out. <br />
<br />
If the canister has a higher pressure gas will flow out until the pressure difference is even. Canisters can release gas in different ways depending on the situation. Gas will only flow out if the release valve is toggled open. If the release valve pressure is lower than the external pressure, no gas will flow out. <br />
* If the canister is wrenched to a connector port, gas will flow into the connector port. <br />
*If a oxygen tank is inserted into a canister, gas will flow into the oxygen tank. <br />
*If the canister is not connected to anything, gas will flow out into the surrounding atmosphere.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Pipes_and_vents&diff=2511Pipes and vents2022-07-30T16:32:08Z<p>Kayek: </p>
<hr />
<div>WIP<br />
<br />
<br />
==General Information==<br />
All gases can flow through the various pipes found in the game. Gas will always attempt to flow from higher pressure to lower pressure. If a gas is not in a pipe, canister, or tank, it will be in the atmosphere and will interact with other objects.<br />
<br />
Gas will always try to even out the pressure. For example, if a empty canister is connected to a pipe pressurized at 4500kpa, the canister will also only be pressurized to 4500kpa. If a canister pressurized at 9000kpa is connected to the same pipe, gas will flow out of the canister until a even pressure is acquired.<br />
<br />
If pressurized pipes get unwrenched they will dump all of their contents into the surrounding atmosphere and will, depending on the pressure level, violently blow the wrench user away. You will know if you are unwrenching a pressurized pipe if you get the message stating "A gush of air blows in your face... Maybe you should reconsider?" It is good practice to always use your gas analyzer on every pipe before unwrenching to ensure it is depressurized.<br />
<br />
All pipes can be unwrenched to disconnect them from others. By using a welder on a unwrenched pipe segment you can deconstruct it into steel.<br />
<br />
A broken or unconnected segment of pipe WILL NOT allow gas to pass through. Do not worry about all your gas escaping out of a broken or unconnected pipe segment.<br />
<br />
Most pumps, mixers, and filters do not require power to function. Only air vents and scrubbers require power. You can shift-click on a segment to examine it to see if it is powered.<br />
<br />
==Pipes==<br />
<br />
<br />
Allows gas to flow freely. Comes in four shapes. Straight, Elbow, 3-way-juntion, 4-way-junction.<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Pipe straight.png]] || gas pipe straight || A straight segment of pipe.<br />
|-<br />
| [[File:Pipe elbow.png]] || gas pipe bend || A elbow segment of pipe.<br />
|-<br />
| [[File:Pipe 3 way.png]] || gas pipe T junction || A three way junction segment of pipe.<br />
|-<br />
| [[File:Pipe 4 way.png]] || gas pipe fourway || A four way junction segment of pipe.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Pumps==<br />
Pumps gas to the other side based on the set pressure. Blocks gas from passing through if toggled off. <br />
Comes in two varities:<br />
<br />
[[File:Gas pump.png]]<br />
<br />
[[File:Gas pump interface.png]]<br />
<br />
Standard gas pump. Pumps gas along based on internal and external pressure. Has a maximum throughput of 4.5 Mpa.<br />
Mostly used to act as a valve to allow/disallow gas to flow from one pipe to another. Works very well in high pressure pipes but looses effectiveness when the pressure is lower. Regular gas pumps are more effective in lower pressure systems but will lose efficiency as the volume of gas rises.<br />
<br />
At lower pressures a gas pump is generally a better option at moving gas.<br />
<br />
<br />
[[File:Volumetric gas pump.png]]<br />
<br />
[[File:Volumetric gas pump interface.png]]<br />
<br />
Volumetric pump.<br />
Pumps gas along based of internal and external mole amount. Has a maximum throughput of 200 L/s.<br />
Acts exactly like a gas pump but works off of mole amount instead of pressure. can move about twice as much gas compared to a regular gas pump if conditions are right.<br />
<br />
For extremely high pressure pipes a volumetric pump is generally a better option at moving gas. <br />
<br />
In certain cases volumetric pumps are also better if you are using huge quantities of gas.<br />
<br />
==Manual Valves==<br />
Acts like a switch that either allows gas to flow through, or prevents it from flowing through. Can be toggled on and off. <br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Manual valve open.png]] || Manual valve open || A green light is open.<br />
|-<br />
| [[File:Manual valve closed.png]] || Manual valve closed || A red light is closed.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Gas Mixer==<br />
<br />
[[File:Gas Mixer.png]]<br />
<br />
[[File:Gas mixer interface.png]]<br />
<br />
A gas mixer is a fancy version of the gas pump. It allows you to combine the gas flow of two different pipes and mix them into a single pipe. The gas mixer will combine the contents of two different pipes and will give you the option of setting the percentage of throughput you want on each of the input pipes. The primary port will be parallel with the output while the side port will be perpendicular.<br />
<br />
Gas mixers are essential for distro as the station's atmosphere is 20% oxygen and 80% nitrogen.<br />
Gas mixers are also used for the combination of two different gases to create a new gas such as a common burn-mix.<br />
<br />
If the gas mixer is toggled off then it will not allow any gas to flow through. <br />
<br />
If both inputs are set to receive gas then both inputs must have gas flowing through them for the pump to work. For example, if the mixer is set to mix gas at a 80 to 20 ratio and the input pipe at 20% has no gas then the mixer will not allow the input pipe with 80% gas to flow through and vice versa.<br />
<br />
==Gas Filter==<br />
<br />
[[File:Gas Filter.png]]<br />
<br />
[[File:Gas filter interface.png]]<br />
<br />
Gas filters are another special type of gas pump. Gas filters are primarily used to extract a specific individual type gas from a pipe. They function similarly to the gas mixer, except they have one inlet port and two output ports. When gas flows through a mixer the selected gas to be filtered out will exit the perpendicular outlet port while all other gases will continue to flow down the parallel outlet port. If you wish to filter out more than one gas you will need to set up gas filters in series for each specific gas.<br />
<br />
Gas filters are used to extract each individual gas from the waste loop. This ensures that only one type of gas is present in each specific gas holding tank. Gas filters are essential when you are trying to target and isolate a specific gas.<br />
<br />
Gas filters do not require both outputs to be connected to function if there is no gas selected to filter or the filtered gas is not present. In this case the filter will act as a simple straight pipe segment. However, The filter will not allow gas to flow if the selected gas is present and there is no pipe connected to the perpendicular filter port.<br />
<br />
==Vents==<br />
[[File:Gas vent.png]]<br />
<br />
Gas vents come in three varieties: Standard, Dual-port, and Passive.<br />
<br />
All gas vents are solely used to move gas from pipes into the surrounding atmosphere.<br />
Gas vents are commonly used in conjunction with the distro loop to distribute breathable air to the station. Gas vents and the distro system are responsible for replenishing the atmosphere on the station.<br />
<br />
A standard air vent will only allow a maximum pressure of 101.3 kPa to flow. If the external pressure is higher than the limit, no gas will flow out of the vent. Requires power to function.<br />
<br />
A dual-port air vent is exactly like a standard air vent but it has two inlet connection ports.<br />
<br />
A passive air vent does not require power and will allow any pressure to flow in '''both''' directions depending on the internal and external pressures. If the internal, or pipe pressure, is higher than the external, or outside atmosphere, Gas will flow out. The opposite is true if the external pressure is higher than the internal pressure. Passive air vents are mostly used in the mix tank and [[Supermatter]] chamber where very high pressures are needed.<br />
<br />
==Air Scrubber==<br />
<br />
[[File:Air Scubber.png]]<br />
<br />
Air scrubbers slowly suck gas out of the surrounding atmosphere and can be found spread around the station. Mostly used in the waste loop, air scrubbers will syphon gas out of the atmosphere and shunt it along the waste loop where the gas will then be recycled and filtered into the gas holding chambers. <br />
<br />
Air scrubbers must be powered and connected to an outlet port in order to function. A properly functioning air scrubber will be glowing blue.<br />
<br />
==Air Injector==<br />
[[File:Air injector.png|thumb]]<br />
<br />
Air injectors have one purpose. They simply exist to only allow gas to flow from a pressurized pipe into the surrounding atmosphere. Air injectors have a maximum output pressure of 9000 kPa. This handy little tool are useful when you want to inject a gas into an area but not allow any backflow. usually used with a filter/injector combination to single out a specific gas and pump it into a holding chamber.<br />
<br />
==Connecter Port==<br />
[[File:Connecter port.png]]<br />
<br />
Connecter ports are solely used to transfer gas from a pipe into a canister and vice versa. Wrench a canister on top of a connecter port to connect them. A connected canister will allow gas to flow until the pressure evens out.<br />
<br />
==Canisters==<br />
<br />
[[File:Canister.png]]<br />
<br />
[[File:Canister interface.png]]<br />
<br />
Canisters are used to hold and transport gas. Drag a canister over to a connecter port and use a wrench to connect it. If the connecter port's internal pressure is higher than the canister pressure, gas will flow into the canister until the pressure evens out. <br />
<br />
If the canister has a higher pressure gas will flow out until the pressure difference is even. Canisters can release gas in different ways depending on the situation. Gas will only flow out if the release valve is toggled open. If the release valve pressure is lower than the external pressure, no gas will flow out. <br />
* If the canister is wrenched to a connector port, gas will flow into the connector port. <br />
*If a oxygen tank is inserted into a canister, gas will flow into the oxygen tank. <br />
*If the canister is not connected to anything, gas will flow out into the surrounding atmosphere.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=File:Air_injector.png&diff=2510File:Air injector.png2022-07-30T16:22:40Z<p>Kayek: </p>
<hr />
<div>an air injector used in atmospherics</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Pipes_and_vents&diff=2509Pipes and vents2022-07-30T16:18:41Z<p>Kayek: /* General Information */</p>
<hr />
<div>WIP<br />
<br />
<br />
==General Information==<br />
All gases can flow through the various pipes found in the game. Gas will always attempt to flow from higher pressure to lower pressure. If a gas is not in a pipe, canister, or tank, it will be in the atmosphere and will interact with other objects.<br />
<br />
Gas will always try to even out the pressure. For example, if a empty canister is connected to a pipe pressurized at 4500kpa, the canister will also only be pressurized to 4500kpa. If a canister pressurized at 9000kpa is connected to the same pipe, gas will flow out of the canister until a even pressure is acquired.<br />
<br />
If pressurized pipes get unwrenched they will dump all of their contents into the surrounding atmosphere and will, depending on the pressure level, violently blow the wrench user away. You will know if you are unwrenching a pressurized pipe if you get the message stating "A gush of air blows in your face... Maybe you should reconsider?" It is good practice to always use your gas analyzer on every pipe before unwrenching to ensure it is depressurized.<br />
<br />
All pipes can be unwrenched to disconnect them from others. By using a welder on a unwrenched pipe segment you can deconstruct it into steel.<br />
<br />
A broken or unconnected segment of pipe WILL NOT allow gas to pass through. Do not worry about all your gas escaping out of a broken or unconnected pipe segment.<br />
<br />
Most pumps, mixers, and filters do not require power to function. Only air vents and scrubbers require power. You can shift-click on a segment to examine it to see if it is powered.<br />
<br />
==Pipes==<br />
<br />
<br />
Allows gas to flow freely. Comes in four shapes. Straight, Elbow, 3-way-juntion, 4-way-junction.<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Pipe straight.png]] || gas pipe straight || A straight segment of pipe.<br />
|-<br />
| [[File:Pipe elbow.png]] || gas pipe bend || A elbow segment of pipe.<br />
|-<br />
| [[File:Pipe 3 way.png]] || gas pipe T junction || A three way junction segment of pipe.<br />
|-<br />
| [[File:Pipe 4 way.png]] || gas pipe fourway || A four way junction segment of pipe.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Pumps==<br />
Pumps gas to the other side based on the set pressure. Blocks gas from passing through if toggled off. <br />
Comes in two varities:<br />
<br />
[[File:Gas pump.png]]<br />
<br />
[[File:Gas pump interface.png]]<br />
<br />
Standard gas pump. Pumps gas along based on internal and external pressure. Has a maximum throughput of 4.5 Mpa.<br />
Mostly used to act as a valve to allow/disallow gas to flow from one pipe to another. Works very well in high pressure pipes but looses effectiveness when the pressure is lower. Regular gas pumps are more effective in lower pressure systems but will lose efficiency as the volume of gas rises.<br />
<br />
At lower pressures a gas pump is generally a better option at moving gas.<br />
<br />
<br />
[[File:Volumetric gas pump.png]]<br />
<br />
[[File:Volumetric gas pump interface.png]]<br />
<br />
Volumetric pump.<br />
Pumps gas along based of internal and external mole amount. Has a maximum throughput of 200 L/s.<br />
Acts exactly like a gas pump but works off of mole amount instead of pressure. can move about twice as much gas compared to a regular gas pump if conditions are right.<br />
<br />
For extremely high pressure pipes a volumetric pump is generally a better option at moving gas. <br />
<br />
In certain cases volumetric pumps are also better if you are using huge quantities of gas.<br />
<br />
==Manual Valves==<br />
Acts like a switch that either allows gas to flow through, or prevents it from flowing through. Can be toggled on and off. <br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! Image !! Name !! Description<br />
|-<br />
| [[File:Manual valve open.png]] || Manual valve open || A green light is open.<br />
|-<br />
| [[File:Manual valve closed.png]] || Manual valve closed || A red light is closed.<br />
|}<br />
<!-- add exotic box --><br />
<br />
==Gas Mixer==<br />
<br />
[[File:Gas Mixer.png]]<br />
<br />
[[File:Gas mixer interface.png]]<br />
<br />
A gas mixer is a fancy version of the gas pump. It allows you to combine the gas flow of two different pipes and mix them into a single pipe. The gas mixer will combine the contents of two different pipes and will give you the option of setting the percentage of throughput you want on each of the input pipes. The primary port will be parallel with the output while the side port will be perpendicular.<br />
<br />
Gas mixers are essential for distro as the station's atmosphere is 20% oxygen and 80% nitrogen.<br />
Gas mixers are also used for the combination of two different gases to create a new gas such as a common burn-mix.<br />
<br />
If the gas mixer is toggled off then it will not allow any gas to flow through. <br />
<br />
If both inputs are set to receive gas then both inputs must have gas flowing through them for the pump to work. For example, if the mixer is set to mix gas at a 80 to 20 ratio and the input pipe at 20% has no gas then the mixer will not allow the input pipe with 80% gas to flow through and vice versa.<br />
<br />
==Gas Filter==<br />
<br />
[[File:Gas Filter.png]]<br />
<br />
[[File:Gas filter interface.png]]<br />
<br />
Gas filters are another special type of gas pump. Gas filters are primarily used to extract a specific individual type gas from a pipe. They function similarly to the gas mixer, except they have one inlet port and two output ports. When gas flows through a mixer the selected gas to be filtered out will exit the perpendicular outlet port while all other gases will continue to flow down the parallel outlet port. If you wish to filter out more than one gas you will need to set up gas filters in series for each specific gas.<br />
<br />
Gas filters are used to extract each individual gas from the waste loop. This ensures that only one type of gas is present in each specific gas holding tank. Gas filters are essential when you are trying to target and isolate a specific gas.<br />
<br />
Gas filters do not require both outputs to be connected to function if there is no gas selected to filter or the filtered gas is not present. In this case the filter will act as a simple straight pipe segment. However, The filter will not allow gas to flow if the selected gas is present and there is no pipe connected to the perpendicular filter port.<br />
<br />
==Vents==<br />
[[File:Gas vent.png]]<br />
<br />
Gas vents come in three varieties: Standard, Dual-port, and Passive.<br />
<br />
All gas vents are solely used to move gas from pipes into the surrounding atmosphere.<br />
Gas vents are commonly used in conjunction with the distro loop to distribute breathable air to the station. Gas vents and the distro system are responsible for replenishing the atmosphere on the station.<br />
<br />
A standard air vent will only allow a maximum pressure of 101.3 kPa to flow. If the external pressure is higher than the limit, no gas will flow out of the vent. Requires power to function.<br />
<br />
A dual-port air vent is exactly like a standard air vent but it has two inlet connection ports.<br />
<br />
A passive air vent does not require power and will allow any pressure to flow in '''both''' directions depending on the internal and external pressures. If the internal, or pipe pressure, is higher than the external, or outside atmosphere, Gas will flow out. The opposite is true if the external pressure is higher than the internal pressure. Passive air vents are mostly used in the mix tank and [[Supermatter]] chamber where very high pressures are needed.<br />
<br />
==Air Scrubber==<br />
<br />
[[File:Air Scubber.png]]<br />
<br />
Air scrubbers slowly suck gas out of the surrounding atmosphere and can be found spread around the station. Mostly used in the waste loop, air scrubbers will syphon gas out of the atmosphere and shunt it along the waste loop where the gas will then be recycled and filtered into the gas holding chambers. <br />
<br />
Air scrubbers must be powered and connected to an outlet port in order to function. A properly functioning air scrubber will be glowing blue.<br />
<br />
==Connecter Port==<br />
[[File:Connecter port.png]]<br />
<br />
Connecter ports are solely used to transfer gas from a pipe into a canister and vice versa. Wrench a canister on top of a connecter port to connect them. A connected canister will allow gas to flow until the pressure evens out.<br />
<br />
==Canisters==<br />
<br />
[[File:Canister.png]]<br />
<br />
[[File:Canister interface.png]]<br />
<br />
Canisters are used to hold and transport gas. Drag a canister over to a connecter port and use a wrench to connect it. If the connecter port's internal pressure is higher than the canister pressure, gas will flow into the canister until the pressure evens out. <br />
<br />
If the canister has a higher pressure gas will flow out until the pressure difference is even. Canisters can release gas in different ways depending on the situation. Gas will only flow out if the release valve is toggled open. If the release valve pressure is lower than the external pressure, no gas will flow out. <br />
* If the canister is wrenched to a connector port, gas will flow into the connector port. <br />
*If a oxygen tank is inserted into a canister, gas will flow into the oxygen tank. <br />
*If the canister is not connected to anything, gas will flow out into the surrounding atmosphere.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=2493Atmospheric Technician2022-07-27T03:44:35Z<p>Kayek: </p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Engineering, Atmospherics, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
<br />
Much like your engineering counterpart, the [[Station Engineer]], your job is to fix, maintain, and improve the station's air quality. By working on various pipes, pumps, and vents insure that the hallways remain breathable. Most of the time your job will be to sit back relax in your department until the inevitable hull breach occurs depressurizing the hallways. When this happens, don your hardsuit and magboots, turn on your internals, and work with the engineers to patch up the hole. Ensure that the atmosphere in the recently breached area is livable once again with by checking with your gas analyzer. Once the air quality is back to standards, return to your department to relax or experiment with the pipes until the next inevitable hull breach occurs.<br />
<br />
Due to the immense potential Atmospherics Technicians possess to ''ruin'' the round in glorious plasma fire and other shenanigans, they are unable to be a [[Traitor]]. <br />
<br />
Your supervisor is [[Chief Engineer]].<br />
<br />
==Atmosia==<br />
Atmospherics, or sometimes referred to as Atmosia, is where you will be spending most of your time. In this jungle of pipes and vents is where the magic of atmospherics happens. Crewmembers that somehow make their way into Atmosia will be baffled at all the filters and mixers. A seasoned Atmospherics Technician will look upon Atmosia see boundless potential. <br />
<br />
Veteran technicians have every pipe, filter, and pump memorized. However, you don't need to know everything to keep the crew breathing and happy. Atmospherics is completely self sufficient at round start and requires no setup to keep the stations air flowing properly. Feel free to take your time learning.<br />
<br />
Starting off you might feel lost but don't worry! take one step at a time, follow each pipe from start to finish. Watch as each filter separates gases to different pipes. See where each valve and pump are placed and learn the importance of why they are there. Observe where the distro and waste loops are and how to keep them separated. Stare at the pipes and flashing lights until they begin to make sense and you feel a sense of homeliness.<br />
<br />
Once you feel comfortable with the layout, feel free to tweak the pipes and pumps to your liking. Boost the flow of oxygen to distro when there is a hull breach. Increase the flow rate of the waste loop to help filter out harmful gases quicker. Reroute the layout to a more efficient setup or experiment with gases in the mix chamber. The possibilities are endless. you are the master, and Atmosia is your personal playground!<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Distro==<br />
Distro, or the distribution loop, is usually marked with light blue pipes and is responsible for distributing gas to the station via vents. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of Distro is to ensure that the station maintains a constant pressure of breathable air. The distribution loop works in conjunction with air vents spread across the station to slowly replenish the atmosphere. At round start, Distro will be fully automated and connected to only the nitrogen and oxygen gas chambers.<br />
<br />
==Waste==<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
== What to do during a breach==<br />
<br />
WIP<br />
<br />
<br />
<br />
==Mix Chamber==<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.<br />
<br />
==Gas holding chambers==<br />
<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Located in atmospherics is a series of separated gas holding chambers. These chambers will generally contain a specific gas and its respective gas miner. Depending on the station layout, the holding chambers may be separated from the hull by reinforced walls and windows. If a holding chamber is breached all the gas held inside will be vented out to space. Patch up the breach to allow the miner to replenish the storage of gas.<br />
<br />
Each chamber will be connected to the waste and mix loops. The nitrogen and oxygen chambers will also be connected to the distro loop. The gas can be extracted using pumps and mixers and sent off to various locations around atmospherics. Unused gas in the system will be recycled as it flows back along the waste loop. filters will separate each gas and pump it into its assigned chamber. These chambers can generally be considered an ''infinite'' source of gas.<br />
<br />
Each chamber will have a sign on the wall displaying information on what gas is in its own specific chamber. Each chamber should contain pure gas of its element and can safely be treated as such.<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Talk:Atmospheric_Technician&diff=2492Talk:Atmospheric Technician2022-07-27T03:43:27Z<p>Kayek: </p>
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<div>WIP<br />
<br />
Planned changes<br />
<br />
Creating png files for: atmos tech, atmosia, distro, waste, gas miner - '''Done'''<br />
<br />
Creating and linking guides for: Gasses, Setting up the mix chamber - '''Done'''<br />
<br />
Updating information as the state of the game changes and things get changed or implemented.<br />
<br />
The page is currently missing "what to do" (pressurize dist, get rid of miasma, service portable scrubbers, install air alarms, fix spacing, axe any suspicious-looking people who attempt to enter atmos).<br />
<br />
It is missing explanations for each atmos device (e.g. vents, scrubbers, pumps, filters, mixers).<br />
<br />
<br />
Add information for<br />
<br />
* Holofans<br />
* air alarms<br />
* Misama<br />
* Air injectors</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2364Nuclear Operative2022-06-28T19:04:37Z<p>Kayek: /* Equipment */</p>
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__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel. (Optional)<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls. The vessel comes stocked with some for free.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Viper || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Python || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Cobra || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20r bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
<br />
An example of a standard kit:<br />
<br />
Cryptographic Sequencer --- 8 TC<br />
<br />
C-20r bundle --- 25 TC<br />
<br />
Composition C-4 --- 2 TC , Free<br />
<br />
No-slip Shoes --- 2 TC<br />
<br />
Syndicate Smokes Packet --- 2 TC<br />
<br />
Pinpointer --- Free<br />
<br />
Crowbar --- Free<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station's nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a nuclear fission device. Unless you are providing interference and a distraction for your team, DON'T go on a killing spree around the station at this time. Engaging in a prolonged firefight, wasting ammo, and getting bogged down while you have the disk is a mistake you don't want to make. rush the nearest nuclear device and move on to the next part of the operation.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Enter the codes by pushing the '''E''' and Arm the device. Preferably on the station. Make sure the device is anchored to station's floor and '''REMOVE THE DISK.''' Anyone can disarm the nuke with a single button press if the disk is still inserted in the nuke. the last thing you want is for a crewmember to walk up to the nuke and disarm it. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2363Nuclear Operative2022-06-28T18:53:54Z<p>Kayek: /* Order of Operations */</p>
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__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel. (Optional)<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Viper || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Python || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Cobra || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20r bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station's nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a nuclear fission device. Unless you are providing interference and a distraction for your team, DON'T go on a killing spree around the station at this time. Engaging in a prolonged firefight, wasting ammo, and getting bogged down while you have the disk is a mistake you don't want to make. rush the nearest nuclear device and move on to the next part of the operation.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Enter the codes by pushing the '''E''' and Arm the device. Preferably on the station. Make sure the device is anchored to station's floor and '''REMOVE THE DISK.''' Anyone can disarm the nuke with a single button press if the disk is still inserted in the nuke. the last thing you want is for a crewmember to walk up to the nuke and disarm it. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2362Nuclear Operative2022-06-28T18:51:23Z<p>Kayek: /* Equipment */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Viper || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Python || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Cobra || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20r bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station's nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a nuclear fission device. Unless you are providing interference and a distraction for your team, DON'T go on a killing spree around the station at this time. Engaging in a prolonged firefight, wasting ammo, and getting bogged down while you have the disk is a mistake you don't want to make. rush the nearest nuclear device and move on to the next part of the operation.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Enter the codes by pushing the '''E''' and Arm the device. Preferably on the station. Make sure the device is anchored to station's floor and '''REMOVE THE DISK.''' Anyone can disarm the nuke with a single button press if the disk is still inserted in the nuke. the last thing you want is for a crewmember to walk up to the nuke and disarm it. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2361Nuclear Operative2022-06-28T18:44:28Z<p>Kayek: /* Arming the Nuclear Fission Explosive */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station's nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a nuclear fission device. Unless you are providing interference and a distraction for your team, DON'T go on a killing spree around the station at this time. Engaging in a prolonged firefight, wasting ammo, and getting bogged down while you have the disk is a mistake you don't want to make. rush the nearest nuclear device and move on to the next part of the operation.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Enter the codes by pushing the '''E''' and Arm the device. Preferably on the station. Make sure the device is anchored to station's floor and '''REMOVE THE DISK.''' Anyone can disarm the nuke with a single button press if the disk is still inserted in the nuke. the last thing you want is for a crewmember to walk up to the nuke and disarm it. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2360Nuclear Operative2022-06-28T18:44:19Z<p>Kayek: /* Arming the Nuclear Fission Explosive */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station's nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a nuclear fission device. Unless you are providing interference and a distraction for your team, DON'T go on a killing spree around the station at this time. Engaging in a prolonged firefight, wasting ammo, and getting bogged down while you have the disk is a mistake you don't want to make. rush the nearest nuclear device and move on to the next part of the operation.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Enter the codes by pushing the '''E''' and Arm the device. Preferably on the station. Make sure the device is anchored to stations floor and '''REMOVE THE DISK.''' Anyone can disarm the nuke with a single button press if the disk is still inserted in the nuke. the last thing you want is for a crewmember to walk up to the nuke and disarm it. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2359Nuclear Operative2022-06-28T18:43:29Z<p>Kayek: /* Arming the Nuclear Fission Explosive */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station's nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a nuclear fission device. Unless you are providing interference and a distraction for your team, DON'T go on a killing spree around the station at this time. Engaging in a prolonged firefight, wasting ammo, and getting bogged down while you have the disk is a mistake you don't want to make. rush the nearest nuclear device and move on to the next part of the operation.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Enter the codes by pushing the '''E''' and Arm the device. Preferably on the station. Wrench the device to the stations floor and '''REMOVE THE DISK.''' Anyone can disarm the nuke with a single button press if the disk is still inserted in the nuke. the last thing you want is for a crewmember to walk up to the nuke and disarm it. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2358Nuclear Operative2022-06-28T18:39:19Z<p>Kayek: /* Acquiring the Disk */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station's nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a nuclear fission device. Unless you are providing interference and a distraction for your team, DON'T go on a killing spree around the station at this time. Engaging in a prolonged firefight, wasting ammo, and getting bogged down while you have the disk is a mistake you don't want to make. rush the nearest nuclear device and move on to the next part of the operation.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2357Nuclear Operative2022-06-28T18:37:42Z<p>Kayek: /* Acquiring the Disk */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however may put your team at greater risk. If you are going loud and the crew already know about your operation, it may be better to rush the vault and the station's nuke. On the other hand, it also may be better to return to your infiltrator vessel if your team was quick and stealthy enough. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
Either way, once you and your team are in possession of the disk, your next most important objective is getting to a nuclear fission device. Unless you are providing interference and a distraction for your team, DON'T go on a killing spree around the station at this time. Engaging in a prolonged firefight and getting bogged down while you have the disk is a mistake you don't want to make. rush the nearest nuclear device and move on to the next part of the operation.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2356Nuclear Operative2022-06-28T18:29:12Z<p>Kayek: /* Escape */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
''This entire part is optional. Either defend the nuke with your lives or get the fuck out.''<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=2336Atmospheric Technician2022-06-25T10:55:10Z<p>Kayek: </p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Engineering, Atmospherics, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
<br />
Much like your engineering counterpart, the [[Station Engineer]], your job is to fix, maintain, and improve the station's air quality. By working on various pipes, pumps, and vents insure that the hallways remain breathable. Most of the time your job will be to sit back relax in your department until the inevitable hull breach occurs depressurizing the hallways. When this happens, don your hardsuit and magboots, turn on your internals, and work with the engineers to patch up the hole. Ensure that the atmosphere in the recently breached area is livable once again with by checking with your gas analyzer. Once the air quality is back to standards, return to your department to relax or experiment with the pipes until the next inevitable hull breach occurs.<br />
<br />
Due to the immense potential Atmospherics Technicians possess to ''ruin'' the round in glorious plasma fire and other shenanigans, they are unable to be a [[Traitor]]. <br />
<br />
Your supervisor is [[Chief Engineer]].<br />
<br />
==Atmosia==<br />
Atmospherics, or sometimes referred to as Atmosia, is where you will be spending most of your time. In this jungle of pipes and vents is where the magic of atmospherics happens. Crewmembers that somehow make their way into Atmosia will be baffled at all the filters and mixers. A seasoned Atmospherics Technician will look upon Atmosia see boundless potential. <br />
<br />
Veteran technicians have every pipe, filter, and pump memorized. However, you don't need to know everything to keep the crew breathing and happy. Atmospherics is completely self sufficient at round start and requires no setup to keep the stations air flowing properly. Feel free to take your time learning.<br />
<br />
Starting off you might feel lost but don't worry! take one step at a time, follow each pipe from start to finish. Watch as each filter separates gases to different pipes. See where each valve and pump are placed and learn the importance of why they are there. Observe where the distro and waste loops are and how to keep them separated. Stare at the pipes and flashing lights until they begin to make sense and you feel a sense of homeliness.<br />
<br />
Once you feel comfortable with the layout, feel free to tweak the pipes and pumps to your liking. Boost the flow of oxygen to distro when there is a hull breach. Increase the flow rate of the waste loop to help filter out harmful gases quicker. Reroute the layout to a more efficient setup or experiment with gases in the mix chamber. The possibilities are endless. you are the master, and Atmosia is your personal playground!<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Distro==<br />
Distro, or the distribution loop, is usually marked with light blue pipes and is responsible for distributing gas to the station via vents. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of Distro is to ensure that the station maintains a constant pressure of breathable air. The distribution loop works in conjunction with air vents spread across the station to slowly replenish the atmosphere. At round start, Distro will be fully automated and connected to only the nitrogen and oxygen gas chambers.<br />
<br />
==Waste==<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
<br />
==Mix Chamber==<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.<br />
<br />
==Gas holding chambers==<br />
<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Located in atmospherics is a series of separated gas holding chambers. These chambers will generally contain a specific gas and its respective gas miner. Depending on the station layout, the holding chambers may be separated from the hull by reinforced walls and windows. If a holding chamber is breached all the gas held inside will be vented out to space. Patch up the breach to allow the miner to replenish the storage of gas.<br />
<br />
Each chamber will be connected to the waste and mix loops. The nitrogen and oxygen chambers will also be connected to the distro loop. The gas can be extracted using pumps and mixers and sent off to various locations around atmospherics. Unused gas in the system will be recycled as it flows back along the waste loop. filters will separate each gas and pump it into its assigned chamber. These chambers can generally be considered an ''infinite'' source of gas.<br />
<br />
Each chamber will have a sign on the wall displaying information on what gas is in its own specific chamber. Each chamber should contain pure gas of its element and can safely be treated as such.<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=2335Atmospheric Technician2022-06-25T10:54:13Z<p>Kayek: </p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Engineering, Atmospherics, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
<br />
Much like your engineering counterpart, the [[Station Engineer]], your job is to fix, maintain, and improve the station's air quality. By working on various pipes, pumps, and vents insure that the hallways remain breathable. Most of the time your job will be to sit back relax in your department until the inevitable hull breach occurs depressurizing the hallways. When this happens, don your hardsuit and magboots, turn on your internals, and work with the engineers to patch up the hole. Ensure that the atmosphere in the recently breached area is livable once again with by checking with your gas analyzer. Once the air quality is back to standards, return to your department to relax or experiment with the pipes until the next inevitable hull breach occurs.<br />
<br />
Due to the immense potential Atmospherics Technicians have to ''ruin'' the round in glorious plasma fire and other shenanigans, they are unable to be a [[Traitor]]. <br />
<br />
Your supervisor is [[Chief Engineer]].<br />
<br />
==Atmosia==<br />
Atmospherics, or sometimes referred to as Atmosia, is where you will be spending most of your time. In this jungle of pipes and vents is where the magic of atmospherics happens. Crewmembers that somehow make their way into Atmosia will be baffled at all the filters and mixers. A seasoned Atmospherics Technician will look upon Atmosia see boundless potential. <br />
<br />
Veteran technicians have every pipe, filter, and pump memorized. However, you don't need to know everything to keep the crew breathing and happy. Atmospherics is completely self sufficient at round start and requires no setup to keep the stations air flowing properly. Feel free to take your time learning.<br />
<br />
Starting off you might feel lost but don't worry! take one step at a time, follow each pipe from start to finish. Watch as each filter separates gases to different pipes. See where each valve and pump are placed and learn the importance of why they are there. Observe where the distro and waste loops are and how to keep them separated. Stare at the pipes and flashing lights until they begin to make sense and you feel a sense of homeliness.<br />
<br />
Once you feel comfortable with the layout, feel free to tweak the pipes and pumps to your liking. Boost the flow of oxygen to distro when there is a hull breach. Increase the flow rate of the waste loop to help filter out harmful gases quicker. Reroute the layout to a more efficient setup or experiment with gases in the mix chamber. The possibilities are endless. you are the master, and Atmosia is your personal playground!<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Distro==<br />
Distro, or the distribution loop, is usually marked with light blue pipes and is responsible for distributing gas to the station via vents. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of Distro is to ensure that the station maintains a constant pressure of breathable air. The distribution loop works in conjunction with air vents spread across the station to slowly replenish the atmosphere. At round start, Distro will be fully automated and connected to only the nitrogen and oxygen gas chambers.<br />
<br />
==Waste==<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
<br />
==Mix Chamber==<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.<br />
<br />
==Gas holding chambers==<br />
<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Located in atmospherics is a series of separated gas holding chambers. These chambers will generally contain a specific gas and its respective gas miner. Depending on the station layout, the holding chambers may be separated from the hull by reinforced walls and windows. If a holding chamber is breached all the gas held inside will be vented out to space. Patch up the breach to allow the miner to replenish the storage of gas.<br />
<br />
Each chamber will be connected to the waste and mix loops. The nitrogen and oxygen chambers will also be connected to the distro loop. The gas can be extracted using pumps and mixers and sent off to various locations around atmospherics. Unused gas in the system will be recycled as it flows back along the waste loop. filters will separate each gas and pump it into its assigned chamber. These chambers can generally be considered an ''infinite'' source of gas.<br />
<br />
Each chamber will have a sign on the wall displaying information on what gas is in its own specific chamber. Each chamber should contain pure gas of its element and can safely be treated as such.<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=2334Atmospheric Technician2022-06-25T10:53:45Z<p>Kayek: </p>
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__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Engineering, Atmospherics, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
<br />
Much like your engineering counterpart, the [[Station Engineer]], your job is to fix, maintain, and improve the station's air quality. By working on various pipes, pumps, and vents insure that the hallways remain breathable. Most of the time your job will be to sit back relax in your department until the inevitable hull breach occurs depressurizing the hallways. When this happens, don your hardsuit and magboots, turn on your internals, and work with the engineers to patch up the hole. Ensure that the atmosphere in the recently breached area is livable once again with by checking with your gas analyzer. Once the air quality is back to standards, return to your department to relax or experiment with the pipes until the next inevitable hull breach occurs.<br />
<br />
Due to the immense potential Atmospherics Technicians have to ``ruin`` the round in glorious plasma fire and other shenanigans, they are unable to be a [[Traitor]]. <br />
<br />
Your supervisor is [[Chief Engineer]].<br />
<br />
==Atmosia==<br />
Atmospherics, or sometimes referred to as Atmosia, is where you will be spending most of your time. In this jungle of pipes and vents is where the magic of atmospherics happens. Crewmembers that somehow make their way into Atmosia will be baffled at all the filters and mixers. A seasoned Atmospherics Technician will look upon Atmosia see boundless potential. <br />
<br />
Veteran technicians have every pipe, filter, and pump memorized. However, you don't need to know everything to keep the crew breathing and happy. Atmospherics is completely self sufficient at round start and requires no setup to keep the stations air flowing properly. Feel free to take your time learning.<br />
<br />
Starting off you might feel lost but don't worry! take one step at a time, follow each pipe from start to finish. Watch as each filter separates gases to different pipes. See where each valve and pump are placed and learn the importance of why they are there. Observe where the distro and waste loops are and how to keep them separated. Stare at the pipes and flashing lights until they begin to make sense and you feel a sense of homeliness.<br />
<br />
Once you feel comfortable with the layout, feel free to tweak the pipes and pumps to your liking. Boost the flow of oxygen to distro when there is a hull breach. Increase the flow rate of the waste loop to help filter out harmful gases quicker. Reroute the layout to a more efficient setup or experiment with gases in the mix chamber. The possibilities are endless. you are the master, and Atmosia is your personal playground!<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Distro==<br />
Distro, or the distribution loop, is usually marked with light blue pipes and is responsible for distributing gas to the station via vents. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of Distro is to ensure that the station maintains a constant pressure of breathable air. The distribution loop works in conjunction with air vents spread across the station to slowly replenish the atmosphere. At round start, Distro will be fully automated and connected to only the nitrogen and oxygen gas chambers.<br />
<br />
==Waste==<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
<br />
==Mix Chamber==<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.<br />
<br />
==Gas holding chambers==<br />
<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Located in atmospherics is a series of separated gas holding chambers. These chambers will generally contain a specific gas and its respective gas miner. Depending on the station layout, the holding chambers may be separated from the hull by reinforced walls and windows. If a holding chamber is breached all the gas held inside will be vented out to space. Patch up the breach to allow the miner to replenish the storage of gas.<br />
<br />
Each chamber will be connected to the waste and mix loops. The nitrogen and oxygen chambers will also be connected to the distro loop. The gas can be extracted using pumps and mixers and sent off to various locations around atmospherics. Unused gas in the system will be recycled as it flows back along the waste loop. filters will separate each gas and pump it into its assigned chamber. These chambers can generally be considered an ''infinite'' source of gas.<br />
<br />
Each chamber will have a sign on the wall displaying information on what gas is in its own specific chamber. Each chamber should contain pure gas of its element and can safely be treated as such.<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Setting_up_the_mix_chamber&diff=2259Setting up the mix chamber2022-06-16T21:46:03Z<p>Kayek: /* Igniting the burn mix */</p>
<hr />
<div>WIP<br />
<br />
==About this guide==<br />
So you are ready to graduate from Station Engineer to Atmospherics Technician and are looking for something a little more in-depth than laying down wires and clicking on boxes to set up the AME? Well look no further, after reading this you will be smarter than those [[Station Engineer|dummies next door]] and have the skills to show for it! <br />
<br />
This guide is designed to walk you through, step by step, in creating your first burn mix using the mix chamber. After completion you should have a better understanding on how the mix chamber functions. If everything is done right you will make your engineer coworkers jealous and will be one step closer to mastering atmospherics! If things go wrong, angry crewmembers will be yelling death threats and the admins will very interested in you! Just remember to always learn from any mistakes and understand where and why something went horribly wrong!<br />
<br />
Make sure you have a basic understanding on how atmospherics works. If you don't, read the guide to atmos and once you feel comfortable come back here.<br />
<br />
==About the mix chamber==<br />
As of right now, the mix chamber has almost no practical use. aside from creating awesome fire and cool looking gases It provides no power and no benefit to the station. It is just here for adventurous atmosians to flex their knowledge and to get a better understanding on how gases interact with one another at different ratios under various pressures and temperatures.<br />
<br />
==First things first==<br />
So you just started your shift as an Atmospherics Technician on space station 14 and want to use the mix chamber. The very first things you should do is grab your equipment. Make sure you have either your firesuit and helmet or atmospheric hard suit and internals available to provide you some protection in case of an accident. Next, be sure to grab your handy dandy gas analyzer to be able to see what's going on inside those pipes. Lastly and arguably the most important thing you should do at round start is to consult with your fellow atmospheric technicians and [[Chief Engineer]]. Declare your intention to use the mix chamber and make sure everyone is on the same page. The last thing you want to have happen is your coworker unwittingly dumping your burn mix into the room by un-wrenching a pipe or finding out that they accidently pumped your burning hot plasma mix into distro.<br />
<br />
==Locating the mix chamber==<br />
<br />
[[File:Mix chamber 2.png|thumb|An example of a mix chamber]]<br />
<br />
Look around atmosia and locate the gas mixers by the different gas holding tanks. Follow the gas mixers outlet pipes until they all combine and terminate into a pump or manual valve that leads out of the station's hull. Look through the window and observe if the pumps lead into a nearby empty chamber containing both inlet and outlet passive vents and a blast door. If you found this, congratulations! you have located your mix chamber! <br />
<br />
Some stations, usually the small ones, are not equipped with a mix chamber. If the pipes lead to a vent in open space and you do not see a nearby empty chamber then there is mostly likely no mix chamber on this station. Feel free to contact the head of your department and Centcom to complain about station budget cuts!<br />
<br />
==Setting up the pipes==<br />
<br />
[[File:Atmosia mix chamber guide.png|thumb|A handy guide with arrows and numbers]]<br />
<br />
Every station has a different layout so it is a good practice to always refamiliarize yourself at round start with the mix chamber and the mix loop. After you located the mix chamber follow the pipes that flow into and out of it and get comfortable with where they lead. A general mix loop will take gas from the holding tanks, through gas mixers and into the mix chamber. From there they will exit the chamber and loop into an area where you can connect ports and canisters to extract your gas. Some layouts do not have a canister loop and you might have to create your own if needed. Finally the mix loop will connect into waste where the unused gas will be returned to the gas holding chambers to be recycled and reused at a later time. Once you are 100% sure where the mix loop is you are ready to add gas to the chamber.<br />
<br />
#Triple check that the pipes leading out of the mix chamber '''do not''' flow into distro. if they do, either physically disconnect them or manually toggle off the pumps. <br />
#Toggle off all the gas pumps, except oxygen and nitrogen, leading out of the gas holding chambers.<br />
#toggle off all the gas mixers with the exception the oxygen and nitrogen mixers used for distro.<br />
#Toggle off all the pumps leading out of the mix chamber up to the waste loop.<br />
#Toggle closed the mix chamber blast doors using the button.<br />
#Use your gas analyzer on the pipes leading into and out of the mix loop and check to see that there is no gas in the pipes. If there is, locate where the gas is coming from and toggle that pump closed. Drain the mix loop by locating the mix to waste pump at the end of the mix loop and toggle it open until the gas is gone. Repeat until all gas is gone.<br />
#Locate the pumps leading out of the oxygen and plasma holding chambers and set them to max pressure.<br />
#Locate where the oxygen flows into the next gas mixer down the line and max the pressure. Be sure to configure the input ratios depending on what side of the mixer the oxygen is flowing into. '''Do not touch the gas mixers used with oxygen and nitrogen in the distro loop.'''<br />
#Work your way down the gas mixer line maxing the pressure and configuring the input ratios until you reach the mixer for the plasma holding tank. Set the input for oxygen to be at 66% and the input for plasma to be 33% and set the pressure to be around 100-200kPa.<br />
#Continue down the line up to the chamber opening up and maxing the pressure of all pumps until you see gas flow into the mix chamber.<br />
<br />
If everything is done correctly you should see plasma gas in the mix tank. The exact composition of the gas inside should be 66% oxygen and 33% plasma. If you see this then congratulations! you have created your very own burn mix!<br />
<br />
''(note that you may need to adjust the output pressure of the oxygen and plasma mixer. Too much pressure will clog up the mix chamber and waste pipes with water vapor waste gas as the plasma burns. Too little of a pressure and the plasma fire will burn itself out. Experiment with different pressures to find one you like!)''<br />
<br />
If you don't see any gas inside the mix chamber chances are that you forgot to toggle open a pump or max the pressure. double check that the blast doors are closed and that all the outlet pumps on the mix chamber are toggled off. Follow the mix loop back from the mix chamber and use your gas analyzer on each pipe segment until you find where the pressure is at. double check that the right pumps are open and that the pressure is maxed. If there is still no gas flowing double check the mixers and check to see the correct inlet ports are set to the right percentage on the mixer interface. If there ''still'' isn't gas in the chamber and you double checked every pipe pump and valve then check that there is gas in the holding tanks. Some stations do not have a plasma miner or there might be a breach venting all your gas into space.<br />
<br />
==Igniting the burn mix==<br />
So, your mix chamber is full of sparkling plasma and oxygen, what's next? Firstly, understand that plasma will ignite at higher temperatures. A plasma fire requires both a steady flow of oxygen and plasma to remain ablaze and will create waste gas in the process. There are many ways to ignite your burn mix but the most common and safest way is to wrench a heater on one of the burn mix outlet pipes. A quicker, dumber, more flashier way is to chuck a lit welder or fire source into the chamber before pressurizing it.<br />
<br />
[[File:Heater burn mix location.png|thumb|A suitable location for a heater to combust the burn mix]]<br />
<br />
Lets go with the heater method. Simply find a heater nearby in atmospherics or steal one from your silly engineer coworkers. Alternatively you can craft one using a machine frame and some components. Once you have acquired your heater, drag that bad boy over to the mix chamber's outlet pipe. Make sure the location you have chosen has pressurized gas from the chamber, use your gas analyzer to check! You may need to add or remove some pipes and a pump to get a suitable location. Once you have the right location, use your wrench to secure it to the pipe. Open the interface, max out the temperature and turn it on. Depending on the amount of burn mix and its temperature you may need to wait a couple of seconds before it combusts into a beautiful plasma fire. Heaters(and freezers) will sometimes act strangely on horizontal and elbow pipes and not heat up the gas inside.. You may need to move it around until you find a place that works for you.<br />
<br />
''With the addition of holofans, it may be easier to use a holofan to hold back the gas and allow you entry to chuck a lit welder into the burn chamber.''<br />
<br />
Once your burn mix is lit you may notice it going out sporadically. This is because we still have the mix to waste pipes toggled off and the plasma fire is creating water vapor as a waste gas witch is taking up valuable space, displacing oxygen and plasma and snuffing out our fire. Simply open up your mix loop to waste and watch as the gas gets syphoned out through the loop back into the gas holding chambers. You may need to manually vent the mix chamber using the blast door toggle button to speed up the venting process. Once you have the mix loop connected to the waste loop, plasma and oxygen will continuously flow from the gas holding chambers into the mix chamber, combust into flame, and work its way out through the loop back into the holding chambers ready to start its journey once again. <br />
<br />
Congratulations! you now have a fully self sufficient burn mix! The fire will continue to burn until you either run out of oxygen or plasma, or until the waste loop cant keep up with the pressure. Feel free to sit back and relax for a time while watching your burn mix combust into flame.<br />
<br />
==What now?==<br />
Now that we have a stable plasma fire, now what? Well, that's up for you to decide! Experiment with different plasma and oxygen ratios and see how it influences the temperature and pressure. Perhaps try to introduce a third gas into the chamber and see what happens. Extract your burning hot gas into a canister and drag it along behind you to show it off to the crew while grabbing a well deserved snack and drink at the bar. If you are feeling especially [[Traitor|naughty]], connect the mix loop to distro to heat things up a bit. The possibilities are yours to decide! have fun and remember to enjoy the remainder of your shift aboard Space Station 14.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Setting_up_the_mix_chamber&diff=2258Setting up the mix chamber2022-06-16T21:43:00Z<p>Kayek: /* Setting up the pipes */</p>
<hr />
<div>WIP<br />
<br />
==About this guide==<br />
So you are ready to graduate from Station Engineer to Atmospherics Technician and are looking for something a little more in-depth than laying down wires and clicking on boxes to set up the AME? Well look no further, after reading this you will be smarter than those [[Station Engineer|dummies next door]] and have the skills to show for it! <br />
<br />
This guide is designed to walk you through, step by step, in creating your first burn mix using the mix chamber. After completion you should have a better understanding on how the mix chamber functions. If everything is done right you will make your engineer coworkers jealous and will be one step closer to mastering atmospherics! If things go wrong, angry crewmembers will be yelling death threats and the admins will very interested in you! Just remember to always learn from any mistakes and understand where and why something went horribly wrong!<br />
<br />
Make sure you have a basic understanding on how atmospherics works. If you don't, read the guide to atmos and once you feel comfortable come back here.<br />
<br />
==About the mix chamber==<br />
As of right now, the mix chamber has almost no practical use. aside from creating awesome fire and cool looking gases It provides no power and no benefit to the station. It is just here for adventurous atmosians to flex their knowledge and to get a better understanding on how gases interact with one another at different ratios under various pressures and temperatures.<br />
<br />
==First things first==<br />
So you just started your shift as an Atmospherics Technician on space station 14 and want to use the mix chamber. The very first things you should do is grab your equipment. Make sure you have either your firesuit and helmet or atmospheric hard suit and internals available to provide you some protection in case of an accident. Next, be sure to grab your handy dandy gas analyzer to be able to see what's going on inside those pipes. Lastly and arguably the most important thing you should do at round start is to consult with your fellow atmospheric technicians and [[Chief Engineer]]. Declare your intention to use the mix chamber and make sure everyone is on the same page. The last thing you want to have happen is your coworker unwittingly dumping your burn mix into the room by un-wrenching a pipe or finding out that they accidently pumped your burning hot plasma mix into distro.<br />
<br />
==Locating the mix chamber==<br />
<br />
[[File:Mix chamber 2.png|thumb|An example of a mix chamber]]<br />
<br />
Look around atmosia and locate the gas mixers by the different gas holding tanks. Follow the gas mixers outlet pipes until they all combine and terminate into a pump or manual valve that leads out of the station's hull. Look through the window and observe if the pumps lead into a nearby empty chamber containing both inlet and outlet passive vents and a blast door. If you found this, congratulations! you have located your mix chamber! <br />
<br />
Some stations, usually the small ones, are not equipped with a mix chamber. If the pipes lead to a vent in open space and you do not see a nearby empty chamber then there is mostly likely no mix chamber on this station. Feel free to contact the head of your department and Centcom to complain about station budget cuts!<br />
<br />
==Setting up the pipes==<br />
<br />
[[File:Atmosia mix chamber guide.png|thumb|A handy guide with arrows and numbers]]<br />
<br />
Every station has a different layout so it is a good practice to always refamiliarize yourself at round start with the mix chamber and the mix loop. After you located the mix chamber follow the pipes that flow into and out of it and get comfortable with where they lead. A general mix loop will take gas from the holding tanks, through gas mixers and into the mix chamber. From there they will exit the chamber and loop into an area where you can connect ports and canisters to extract your gas. Some layouts do not have a canister loop and you might have to create your own if needed. Finally the mix loop will connect into waste where the unused gas will be returned to the gas holding chambers to be recycled and reused at a later time. Once you are 100% sure where the mix loop is you are ready to add gas to the chamber.<br />
<br />
#Triple check that the pipes leading out of the mix chamber '''do not''' flow into distro. if they do, either physically disconnect them or manually toggle off the pumps. <br />
#Toggle off all the gas pumps, except oxygen and nitrogen, leading out of the gas holding chambers.<br />
#toggle off all the gas mixers with the exception the oxygen and nitrogen mixers used for distro.<br />
#Toggle off all the pumps leading out of the mix chamber up to the waste loop.<br />
#Toggle closed the mix chamber blast doors using the button.<br />
#Use your gas analyzer on the pipes leading into and out of the mix loop and check to see that there is no gas in the pipes. If there is, locate where the gas is coming from and toggle that pump closed. Drain the mix loop by locating the mix to waste pump at the end of the mix loop and toggle it open until the gas is gone. Repeat until all gas is gone.<br />
#Locate the pumps leading out of the oxygen and plasma holding chambers and set them to max pressure.<br />
#Locate where the oxygen flows into the next gas mixer down the line and max the pressure. Be sure to configure the input ratios depending on what side of the mixer the oxygen is flowing into. '''Do not touch the gas mixers used with oxygen and nitrogen in the distro loop.'''<br />
#Work your way down the gas mixer line maxing the pressure and configuring the input ratios until you reach the mixer for the plasma holding tank. Set the input for oxygen to be at 66% and the input for plasma to be 33% and set the pressure to be around 100-200kPa.<br />
#Continue down the line up to the chamber opening up and maxing the pressure of all pumps until you see gas flow into the mix chamber.<br />
<br />
If everything is done correctly you should see plasma gas in the mix tank. The exact composition of the gas inside should be 66% oxygen and 33% plasma. If you see this then congratulations! you have created your very own burn mix!<br />
<br />
''(note that you may need to adjust the output pressure of the oxygen and plasma mixer. Too much pressure will clog up the mix chamber and waste pipes with water vapor waste gas as the plasma burns. Too little of a pressure and the plasma fire will burn itself out. Experiment with different pressures to find one you like!)''<br />
<br />
If you don't see any gas inside the mix chamber chances are that you forgot to toggle open a pump or max the pressure. double check that the blast doors are closed and that all the outlet pumps on the mix chamber are toggled off. Follow the mix loop back from the mix chamber and use your gas analyzer on each pipe segment until you find where the pressure is at. double check that the right pumps are open and that the pressure is maxed. If there is still no gas flowing double check the mixers and check to see the correct inlet ports are set to the right percentage on the mixer interface. If there ''still'' isn't gas in the chamber and you double checked every pipe pump and valve then check that there is gas in the holding tanks. Some stations do not have a plasma miner or there might be a breach venting all your gas into space.<br />
<br />
==Igniting the burn mix==<br />
So, your mix chamber is full of sparkling plasma and oxygen, what's next? Firstly, understand that plasma will ignite at higher temperatures. A plasma fire requires both a steady flow of oxygen and plasma to remain ablaze and will create waste gas in the process. There are many ways to ignite your burn mix but the most common and safest way is to wrench a heater on one of the burn mix outlet pipes. A quicker, dumber, more flashier way is to chuck a lit welder or fire source into the chamber before pressurizing it.<br />
<br />
[[File:Heater burn mix location.png|thumb|A suitable location for a heater to combust the burn mix]]<br />
<br />
Lets go with the heater method. Simply find a heater nearby in atmospherics or steal one from your silly engineer coworkers. Alternatively you can craft one using a machine frame and some components. Once you have acquired your heater, drag that bad boy over to the mix chamber's outlet pipe. Make sure the location you have chosen has pressurized gas from the chamber, use your gas analyzer to check! You may need to add or remove some pipes and a pump to get a suitable location. Once you have the right location, use your wrench to secure it to the pipe. Open the interface, max out the temperature and turn it on. Depending on the amount of burn mix and its temperature you may need to wait a couple of seconds before it combusts into a beautiful plasma fire. Heaters(and freezers) will sometimes act strangely on horizontal and elbow pipes and not heat up the gas inside.. You may need to move it around until you find a place that works for you.<br />
<br />
Once your burn mix is lit you may notice it going out sporadically. This is because we still have the mix to waste pipes toggled off and the plasma fire is creating water vapor as a waste gas witch is taking up valuable space, displacing oxygen and plasma and snuffing out our fire. Simply open up your mix loop to waste and watch as the gas gets syphoned out through the loop back into the gas holding chambers. You may need to manually vent the mix chamber using the blast door toggle button to speed up the venting process. Once you have the mix loop connected to the waste loop, plasma and oxygen will continuously flow from the gas holding chambers into the mix chamber, combust into flame, and work its way out through the loop back into the holding chambers ready to start its journey once again. <br />
<br />
Congratulations! you now have a fully self sufficient burn mix! The fire will continue to burn until you either run out of oxygen or plasma, or until the waste loop cant keep up with the pressure. Feel free to sit back and relax for a time while watching your burn mix combust into flame.<br />
<br />
==What now?==<br />
Now that we have a stable plasma fire, now what? Well, that's up for you to decide! Experiment with different plasma and oxygen ratios and see how it influences the temperature and pressure. Perhaps try to introduce a third gas into the chamber and see what happens. Extract your burning hot gas into a canister and drag it along behind you to show it off to the crew while grabbing a well deserved snack and drink at the bar. If you are feeling especially [[Traitor|naughty]], connect the mix loop to distro to heat things up a bit. The possibilities are yours to decide! have fun and remember to enjoy the remainder of your shift aboard Space Station 14.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Setting_up_the_mix_chamber&diff=2257Setting up the mix chamber2022-06-16T21:42:39Z<p>Kayek: /* Setting up the pipes */</p>
<hr />
<div>WIP<br />
<br />
==About this guide==<br />
So you are ready to graduate from Station Engineer to Atmospherics Technician and are looking for something a little more in-depth than laying down wires and clicking on boxes to set up the AME? Well look no further, after reading this you will be smarter than those [[Station Engineer|dummies next door]] and have the skills to show for it! <br />
<br />
This guide is designed to walk you through, step by step, in creating your first burn mix using the mix chamber. After completion you should have a better understanding on how the mix chamber functions. If everything is done right you will make your engineer coworkers jealous and will be one step closer to mastering atmospherics! If things go wrong, angry crewmembers will be yelling death threats and the admins will very interested in you! Just remember to always learn from any mistakes and understand where and why something went horribly wrong!<br />
<br />
Make sure you have a basic understanding on how atmospherics works. If you don't, read the guide to atmos and once you feel comfortable come back here.<br />
<br />
==About the mix chamber==<br />
As of right now, the mix chamber has almost no practical use. aside from creating awesome fire and cool looking gases It provides no power and no benefit to the station. It is just here for adventurous atmosians to flex their knowledge and to get a better understanding on how gases interact with one another at different ratios under various pressures and temperatures.<br />
<br />
==First things first==<br />
So you just started your shift as an Atmospherics Technician on space station 14 and want to use the mix chamber. The very first things you should do is grab your equipment. Make sure you have either your firesuit and helmet or atmospheric hard suit and internals available to provide you some protection in case of an accident. Next, be sure to grab your handy dandy gas analyzer to be able to see what's going on inside those pipes. Lastly and arguably the most important thing you should do at round start is to consult with your fellow atmospheric technicians and [[Chief Engineer]]. Declare your intention to use the mix chamber and make sure everyone is on the same page. The last thing you want to have happen is your coworker unwittingly dumping your burn mix into the room by un-wrenching a pipe or finding out that they accidently pumped your burning hot plasma mix into distro.<br />
<br />
==Locating the mix chamber==<br />
<br />
[[File:Mix chamber 2.png|thumb|An example of a mix chamber]]<br />
<br />
Look around atmosia and locate the gas mixers by the different gas holding tanks. Follow the gas mixers outlet pipes until they all combine and terminate into a pump or manual valve that leads out of the station's hull. Look through the window and observe if the pumps lead into a nearby empty chamber containing both inlet and outlet passive vents and a blast door. If you found this, congratulations! you have located your mix chamber! <br />
<br />
Some stations, usually the small ones, are not equipped with a mix chamber. If the pipes lead to a vent in open space and you do not see a nearby empty chamber then there is mostly likely no mix chamber on this station. Feel free to contact the head of your department and Centcom to complain about station budget cuts!<br />
<br />
==Setting up the pipes==<br />
<br />
[[File:Atmosia mix chamber guide.png|thumb|A handy guide with arrows and numbers]]<br />
<br />
Every station has a different layout so it is a good practice to always refamiliarize yourself at round start with the mix chamber and the mix loop. After you located the mix chamber follow the pipes that flow into and out of it and get comfortable with where they lead. A general mix loop will take gas from the holding tanks, through gas mixers and into the mix chamber. From there they will exit the chamber and loop into an area where you can connect ports and canisters to extract your gas. Some layouts do not have a canister loop and you might have to create your own if needed. Finally the mix loop will connect into waste where the unused gas will be returned to the gas holding chambers to be recycled and reused at a later time. Once you are 100% sure where the mix loop is you are ready to add gas to the chamber.<br />
<br />
#Triple check that the pipes leading out of the mix chamber '''do not''' flow into distro. if they do, either physically disconnect them or manually toggle off the pumps. <br />
#Toggle off all the gas pumps, except oxygen and nitrogen, leading out of the gas holding chambers.<br />
#toggle off all the gas mixers with the exception the oxygen and nitrogen mixers used for distro.<br />
#Toggle off all the pumps leading out of the mix chamber up to the waste loop.<br />
#Toggle closed the mix chamber blast doors using the button.<br />
#Use your gas analyzer on the pipes leading into and out of the mix loop and check to see that there is no gas in the pipes. If there is, locate where the gas is coming from and toggle that pump closed. Drain the mix loop by locating the mix to waste pump at the end of the mix loop and toggle it open until the gas is gone. Repeat until all gas is gone.<br />
#Locate the pumps leading out of the oxygen and plasma holding chambers and set them to max pressure.<br />
#Locate where the oxygen flows into the next gas mixer down the line and max the pressure. Be sure to configure the input ratios depending on what side of the mixer the oxygen is flowing into. '''Do not touch the gas mixers used with oxygen and nitrogen in the distro loop.'''<br />
#Work your way down the gas mixer line maxing the pressure and configuring the input ratios until you reach the mixer for the plasma holding tank. Set the input for oxygen to be at 66% and the input for plasma to be 33% and set the pressure to be around 100-200kPa.<br />
#Continue down the line up to the chamber opening up and maxing the pressure of all pumps until you see gas flow into the mix chamber.<br />
<br />
If everything is done correctly you should see plasma gas in the mix tank. The exact composition of the gas inside should be 66% oxygen and 33% plasma. If you see this then congratulations! you have created your very own burn mix!<br />
<br />
(note that you may need to adjust the output pressure of the oxygen and plasma mixer. Too much pressure will clog up the mix chamber and waste pipes with water vapor waste gas as the plasma burns. Too little of a pressure and the plasma fire will burn itself out. Experiment with different pressures to find one you like!)<br />
<br />
If you don't see any gas inside the mix chamber chances are that you forgot to toggle open a pump or max the pressure. double check that the blast doors are closed and that all the outlet pumps on the mix chamber are toggled off. Follow the mix loop back from the mix chamber and use your gas analyzer on each pipe segment until you find where the pressure is at. double check that the right pumps are open and that the pressure is maxed. If there is still no gas flowing double check the mixers and check to see the correct inlet ports are set to the right percentage on the mixer interface. If there ''still'' isn't gas in the chamber and you double checked every pipe pump and valve then check that there is gas in the holding tanks. Some stations do not have a plasma miner or there might be a breach venting all your gas into space.<br />
<br />
==Igniting the burn mix==<br />
So, your mix chamber is full of sparkling plasma and oxygen, what's next? Firstly, understand that plasma will ignite at higher temperatures. A plasma fire requires both a steady flow of oxygen and plasma to remain ablaze and will create waste gas in the process. There are many ways to ignite your burn mix but the most common and safest way is to wrench a heater on one of the burn mix outlet pipes. A quicker, dumber, more flashier way is to chuck a lit welder or fire source into the chamber before pressurizing it.<br />
<br />
[[File:Heater burn mix location.png|thumb|A suitable location for a heater to combust the burn mix]]<br />
<br />
Lets go with the heater method. Simply find a heater nearby in atmospherics or steal one from your silly engineer coworkers. Alternatively you can craft one using a machine frame and some components. Once you have acquired your heater, drag that bad boy over to the mix chamber's outlet pipe. Make sure the location you have chosen has pressurized gas from the chamber, use your gas analyzer to check! You may need to add or remove some pipes and a pump to get a suitable location. Once you have the right location, use your wrench to secure it to the pipe. Open the interface, max out the temperature and turn it on. Depending on the amount of burn mix and its temperature you may need to wait a couple of seconds before it combusts into a beautiful plasma fire. Heaters(and freezers) will sometimes act strangely on horizontal and elbow pipes and not heat up the gas inside.. You may need to move it around until you find a place that works for you.<br />
<br />
Once your burn mix is lit you may notice it going out sporadically. This is because we still have the mix to waste pipes toggled off and the plasma fire is creating water vapor as a waste gas witch is taking up valuable space, displacing oxygen and plasma and snuffing out our fire. Simply open up your mix loop to waste and watch as the gas gets syphoned out through the loop back into the gas holding chambers. You may need to manually vent the mix chamber using the blast door toggle button to speed up the venting process. Once you have the mix loop connected to the waste loop, plasma and oxygen will continuously flow from the gas holding chambers into the mix chamber, combust into flame, and work its way out through the loop back into the holding chambers ready to start its journey once again. <br />
<br />
Congratulations! you now have a fully self sufficient burn mix! The fire will continue to burn until you either run out of oxygen or plasma, or until the waste loop cant keep up with the pressure. Feel free to sit back and relax for a time while watching your burn mix combust into flame.<br />
<br />
==What now?==<br />
Now that we have a stable plasma fire, now what? Well, that's up for you to decide! Experiment with different plasma and oxygen ratios and see how it influences the temperature and pressure. Perhaps try to introduce a third gas into the chamber and see what happens. Extract your burning hot gas into a canister and drag it along behind you to show it off to the crew while grabbing a well deserved snack and drink at the bar. If you are feeling especially [[Traitor|naughty]], connect the mix loop to distro to heat things up a bit. The possibilities are yours to decide! have fun and remember to enjoy the remainder of your shift aboard Space Station 14.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=2191Atmospheric Technician2022-06-11T20:23:26Z<p>Kayek: </p>
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__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Engineering, Atmospherics, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
<br />
Much like your engineering counterpart, the [[Station Engineer]], your job is to fix, maintain, and improve the station's air quality. By working on various pipes, pumps, and vents insure that the hallways remain breathable. Most of the time your job will be to sit back relax in your department until the inevitable hull breach occurs depressurizing the hallways. When this happens, don your hardsuit and magboots, turn on your internals, and work with the engineers to patch up the hole. Ensure that the atmosphere in the recently breached area is livable once again with by checking with your gas analyzer. Once the air quality is back to standards, return to your department to relax or experiment with the pipes until the next inevitable hull breach occurs.<br />
<br />
Due to the immense potential Atmospherics Technicians have to ruin the round in glorious plasma fire and other shenanigans, they are unable to be a [[Traitor]]. <br />
<br />
Your supervisor is [[Chief Engineer]].<br />
<br />
==Atmosia==<br />
Atmospherics, or sometimes referred to as Atmosia, is where you will be spending most of your time. In this jungle of pipes and vents is where the magic of atmospherics happens. Crewmembers that somehow make their way into Atmosia will be baffled at all the filters and mixers. A seasoned Atmospherics Technician will look upon Atmosia see boundless potential. <br />
<br />
Veteran technicians have every pipe, filter, and pump memorized. However, you don't need to know everything to keep the crew breathing and happy. Atmospherics is completely self sufficient at round start and requires no setup to keep the stations air flowing properly. Feel free to take your time learning.<br />
<br />
Starting off you might feel lost but don't worry! take one step at a time, follow each pipe from start to finish. Watch as each filter separates gases to different pipes. See where each valve and pump are placed and learn the importance of why they are there. Observe where the distro and waste loops are and how to keep them separated. Stare at the pipes and flashing lights until they begin to make sense and you feel a sense of homeliness.<br />
<br />
Once you feel comfortable with the layout, feel free to tweak the pipes and pumps to your liking. Boost the flow of oxygen to distro when there is a hull breach. Increase the flow rate of the waste loop to help filter out harmful gases quicker. Reroute the layout to a more efficient setup or experiment with gases in the mix chamber. The possibilities are endless. you are the master, and Atmosia is your personal playground!<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Distro==<br />
Distro, or the distribution loop, is usually marked with light blue pipes and is responsible for distributing gas to the station via vents. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of Distro is to ensure that the station maintains a constant pressure of breathable air. The distribution loop works in conjunction with air vents spread across the station to slowly replenish the atmosphere. At round start, Distro will be fully automated and connected to only the nitrogen and oxygen gas chambers.<br />
<br />
==Waste==<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
<br />
==Mix Chamber==<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.<br />
<br />
==Gas holding chambers==<br />
<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Located in atmospherics is a series of separated gas holding chambers. These chambers will generally contain a specific gas and its respective gas miner. Depending on the station layout, the holding chambers may be separated from the hull by reinforced walls and windows. If a holding chamber is breached all the gas held inside will be vented out to space. Patch up the breach to allow the miner to replenish the storage of gas.<br />
<br />
Each chamber will be connected to the waste and mix loops. The nitrogen and oxygen chambers will also be connected to the distro loop. The gas can be extracted using pumps and mixers and sent off to various locations around atmospherics. Unused gas in the system will be recycled as it flows back along the waste loop. filters will separate each gas and pump it into its assigned chamber. These chambers can generally be considered an ''infinite'' source of gas.<br />
<br />
Each chamber will have a sign on the wall displaying information on what gas is in its own specific chamber. Each chamber should contain pure gas of its element and can safely be treated as such.<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Setting_up_the_mix_chamber&diff=2190Setting up the mix chamber2022-06-11T19:54:43Z<p>Kayek: /* Setting up the pipes */</p>
<hr />
<div>WIP<br />
<br />
==About this guide==<br />
So you are ready to graduate from Station Engineer to Atmospherics Technician and are looking for something a little more in-depth than laying down wires and clicking on boxes to set up the AME? Well look no further, after reading this you will be smarter than those [[Station Engineer|dummies next door]] and have the skills to show for it! <br />
<br />
This guide is designed to walk you through, step by step, in creating your first burn mix using the mix chamber. After completion you should have a better understanding on how the mix chamber functions. If everything is done right you will make your engineer coworkers jealous and will be one step closer to mastering atmospherics! If things go wrong, angry crewmembers will be yelling death threats and the admins will very interested in you! Just remember to always learn from any mistakes and understand where and why something went horribly wrong!<br />
<br />
Make sure you have a basic understanding on how atmospherics works. If you don't, read the guide to atmos and once you feel comfortable come back here.<br />
<br />
==About the mix chamber==<br />
As of right now, the mix chamber has almost no practical use. aside from creating awesome fire and cool looking gases It provides no power and no benefit to the station. It is just here for adventurous atmosians to flex their knowledge and to get a better understanding on how gases interact with one another at different ratios under various pressures and temperatures.<br />
<br />
==First things first==<br />
So you just started your shift as an Atmospherics Technician on space station 14 and want to use the mix chamber. The very first things you should do is grab your equipment. Make sure you have either your firesuit and helmet or atmospheric hard suit and internals available to provide you some protection in case of an accident. Next, be sure to grab your handy dandy gas analyzer to be able to see what's going on inside those pipes. Lastly and arguably the most important thing you should do at round start is to consult with your fellow atmospheric technicians and [[Chief Engineer]]. Declare your intention to use the mix chamber and make sure everyone is on the same page. The last thing you want to have happen is your coworker unwittingly dumping your burn mix into the room by un-wrenching a pipe or finding out that they accidently pumped your burning hot plasma mix into distro.<br />
<br />
==Locating the mix chamber==<br />
<br />
[[File:Mix chamber 2.png|thumb|An example of a mix chamber]]<br />
<br />
Look around atmosia and locate the gas mixers by the different gas holding tanks. Follow the gas mixers outlet pipes until they all combine and terminate into a pump or manual valve that leads out of the station's hull. Look through the window and observe if the pumps lead into a nearby empty chamber containing both inlet and outlet passive vents and a blast door. If you found this, congratulations! you have located your mix chamber! <br />
<br />
Some stations, usually the small ones, are not equipped with a mix chamber. If the pipes lead to a vent in open space and you do not see a nearby empty chamber then there is mostly likely no mix chamber on this station. Feel free to contact the head of your department and Centcom to complain about station budget cuts!<br />
<br />
==Setting up the pipes==<br />
<br />
[[File:Atmosia mix chamber guide.png|thumb|A handy guide with arrows and numbers]]<br />
<br />
Every station has a different layout so it is a good practice to always refamiliarize yourself at round start with the mix chamber and the mix loop. After you located the mix chamber follow the pipes that flow into and out of it and get comfortable with where they lead. A general mix loop will take gas from the holding tanks, through gas mixers and into the mix chamber. From there they will exit the chamber and loop into an area where you can connect ports and canisters to extract your gas. Some layouts do not have a canister loop and you might have to create your own if needed. Finally the mix loop will connect into waste where the unused gas will be returned to the gas holding chambers to be recycled and reused at a later time. Once you are 100% sure where the mix loop is you are ready to add gas to the chamber.<br />
<br />
#Triple check that the pipes leading out of the mix chamber '''do not''' flow into distro. if they do, either physically disconnect them or manually toggle off the pumps. <br />
#Toggle off all the gas pumps, except oxygen and nitrogen, leading out of the gas holding chambers.<br />
#toggle off all the gas mixers with the exception the oxygen and nitrogen mixers used for distro.<br />
#Toggle off all the pumps leading out of the mix chamber up to the waste loop.<br />
#Toggle closed the mix chamber blast doors using the button.<br />
#Use your gas analyzer on the pipes leading into and out of the mix loop and check to see that there is no gas in the pipes. If there is, locate where the gas is coming from and toggle that pump closed. Drain the mix loop by locating the mix to waste pump at the end of the mix loop and toggle it open until the gas is gone. Repeat until all gas is gone.<br />
#Locate the pumps leading out of the oxygen and plasma holding chambers and set them to max pressure.<br />
#Locate where the oxygen flows into the next gas mixer down the line and max the pressure. Be sure to configure the input ratios depending on what side of the mixer the oxygen is flowing into. '''Do not touch the gas mixers used with oxygen and nitrogen in the distro loop.'''<br />
#Work your way down the gas mixer line maxing the pressure and configuring the input ratios until you reach the mixer for the plasma holding tank. Set the input for oxygen to be at 66% and the input for plasma to be 33% and then max the pressure.<br />
#Continue down the line up to the chamber opening up and maxing the pressure of all pumps until you see gas flow into the mix chamber.<br />
<br />
If everything is done correctly you should see plasma gas in the mix tank. The exact composition of the gas inside should be 90% oxygen and 10% plasma. If you see this then congratulations! you have created your very own burn mix!<br />
<br />
If you don't see any gas inside the mix chamber chances are that you forgot to toggle open a pump or max the pressure. double check that the blast doors are closed and that all the outlet pumps on the mix chamber are toggled off. Follow the mix loop back from the mix chamber and use your gas analyzer on each pipe segment until you find where the pressure is at. double check that the right pumps are open and that the pressure is maxed. If there is still no gas flowing double check the mixers and check to see the correct inlet ports are set to the right percentage on the mixer interface. If there ''still'' isn't gas in the chamber and you double checked every pipe pump and valve then check that there is gas in the holding tanks. Some stations do not have a plasma miner or there might be a breach venting all your gas into space.<br />
<br />
==Igniting the burn mix==<br />
So, your mix chamber is full of sparkling plasma and oxygen, what's next? Firstly, understand that plasma will ignite at higher temperatures. A plasma fire requires both a steady flow of oxygen and plasma to remain ablaze and will create waste gas in the process. There are many ways to ignite your burn mix but the most common and safest way is to wrench a heater on one of the burn mix outlet pipes. A quicker, dumber, more flashier way is to chuck a lit welder or fire source into the chamber before pressurizing it.<br />
<br />
[[File:Heater burn mix location.png|thumb|A suitable location for a heater to combust the burn mix]]<br />
<br />
Lets go with the heater method. Simply find a heater nearby in atmospherics or steal one from your silly engineer coworkers. Alternatively you can craft one using a machine frame and some components. Once you have acquired your heater, drag that bad boy over to the mix chamber's outlet pipe. Make sure the location you have chosen has pressurized gas from the chamber, use your gas analyzer to check! You may need to add or remove some pipes and a pump to get a suitable location. Once you have the right location, use your wrench to secure it to the pipe. Open the interface, max out the temperature and turn it on. Depending on the amount of burn mix and its temperature you may need to wait a couple of seconds before it combusts into a beautiful plasma fire. Heaters(and freezers) will sometimes act strangely on horizontal and elbow pipes and not heat up the gas inside.. You may need to move it around until you find a place that works for you.<br />
<br />
Once your burn mix is lit you may notice it going out sporadically. This is because we still have the mix to waste pipes toggled off and the plasma fire is creating water vapor as a waste gas witch is taking up valuable space, displacing oxygen and plasma and snuffing out our fire. Simply open up your mix loop to waste and watch as the gas gets syphoned out through the loop back into the gas holding chambers. You may need to manually vent the mix chamber using the blast door toggle button to speed up the venting process. Once you have the mix loop connected to the waste loop, plasma and oxygen will continuously flow from the gas holding chambers into the mix chamber, combust into flame, and work its way out through the loop back into the holding chambers ready to start its journey once again. <br />
<br />
Congratulations! you now have a fully self sufficient burn mix! The fire will continue to burn until you either run out of oxygen or plasma, or until the waste loop cant keep up with the pressure. Feel free to sit back and relax for a time while watching your burn mix combust into flame.<br />
<br />
==What now?==<br />
Now that we have a stable plasma fire, now what? Well, that's up for you to decide! Experiment with different plasma and oxygen ratios and see how it influences the temperature and pressure. Perhaps try to introduce a third gas into the chamber and see what happens. Extract your burning hot gas into a canister and drag it along behind you to show it off to the crew while grabbing a well deserved snack and drink at the bar. If you are feeling especially [[Traitor|naughty]], connect the mix loop to distro to heat things up a bit. The possibilities are yours to decide! have fun and remember to enjoy the remainder of your shift aboard Space Station 14.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2176Nuclear Operative2022-06-08T09:52:09Z<p>Kayek: /* Equipment */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead if the crew discovers you and swarms your team.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
This entire part is optional. Either defend the nuke with your lives or get the fuck out.<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2175Nuclear Operative2022-06-08T09:51:13Z<p>Kayek: /* Equipment */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
{{Stub}}<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere you can get access to<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke Op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, Agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel. (Optional)<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station's external and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands.<br />
<br />
==Escape==<br />
This entire part is optional. Either defend the nuke with your lives or get the fuck out.<br />
<br />
Run like hell with your team back to your Syndicate Infiltrator vessel and fly the hell away from the station, you have 2 minutes to get from the nuke room to the Infiltrator.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Atmospheric_Technician&diff=2174Atmospheric Technician2022-06-08T09:35:39Z<p>Kayek: /* Mix Chamber */</p>
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{{Job_Header<br />
|department=Engineering Department<br />
|img=[[File:Atmospheric Techincian.png|128px]]<br />
|title=Atmospheric Technician<br />
|access=Engineering, Atmospherics, External, Maintenance<br />
|difficulty=Medium to Hard<br />
|duties=Restore breathable atmosphere to depressurized areas. Ensure the station's air remains at livable conditions. Get bored and create tritium.<br />
|supervisors= [[Chief Engineer]], [[Captain]]<br />
|subordinates= None<br />
|guides=[[Pipes and vents]], [[Gases]], [[Setting up the mix chamber]] <br />
}}<br />
<br />
<br />
Much like your engineering counterpart, the [[Station Engineer]], your job is to fix, maintain, and improve the station's air quality. By working on various pipes, pumps, and vents insure that the hallways remain breathable. Most of the time your job will be to sit back relax in your department until the inevitable hull breach occurs depressurizing the hallways. When this happens, don your hardsuit and magboots, turn on your internals, and work with the engineers to patch up the hole. Ensure that the atmosphere in the recently breached area is livable once again with by checking with your gas analyzer. Once the air quality is back to standards, return to your department to relax or experiment with the pipes until the next inevitable hull breach occurs.<br />
<br />
Your supervisor is [[Chief Engineer]].<br />
<br />
==Atmosia==<br />
Atmospherics, or sometimes referred to as Atmosia, is where you will be spending most of your time. In this jungle of pipes and vents is where the magic of atmospherics happens. Crewmembers that somehow make their way into Atmosia will be baffled at all the filters and mixers. A seasoned Atmospherics Technician will look upon Atmosia see boundless potential. <br />
<br />
Veteran technicians have every pipe, filter, and pump memorized. However, you don't need to know everything to keep the crew breathing and happy. Atmospherics is completely self sufficient at round start and requires no setup to keep the stations air flowing properly. Feel free to take your time learning.<br />
<br />
Starting off you might feel lost but don't worry! take one step at a time, follow each pipe from start to finish. Watch as each filter separates gases to different pipes. See where each valve and pump are placed and learn the importance of why they are there. Observe where the distro and waste loops are and how to keep them separated. Stare at the pipes and flashing lights until they begin to make sense and you feel a sense of homeliness.<br />
<br />
Once you feel comfortable with the layout, feel free to tweak the pipes and pumps to your liking. Boost the flow of oxygen to distro when there is a hull breach. Increase the flow rate of the waste loop to help filter out harmful gases quicker. Reroute the layout to a more efficient setup or experiment with gases in the mix chamber. The possibilities are endless. you are the master, and Atmosia is your personal playground!<br />
<br />
==Pressure and moles==<br />
[[File:Gas analyzer.png]]<br />
<br />
<br />
All gas can be quantified by its pressure, mole amount, and temperature. These three variables are closely related and directly affect one another. If you add more gas(# of moles) to a given area, the pressure will increase. Take the same amount of moles and lower the volume by using a smaller room and the pressure will be even larger. If you then heat up the gas, the pressure will be even larger still. The opposite is also true, less gas means lower pressure. cooling down gas will also lower the pressure. Volume, or size of the room, also plays a role in pressure. A larger area will require more gas while a smaller area will require less gas to reach the same pressure. using this knowledge we can see why space has a low pressure because the area and temperature are so low.<br />
<br />
Moles are a way of measuring how much gas is present in a given area. A higher pressure does not always mean more of a gas in the given area. If you want to physically fit a larger amount of a gas in a specific area, you will need to cool the gas down to lower the temperature, thus lowering the pressure allowing more moles to fit inside the given area.<br />
<br />
If you open a canister will 100 moles of air into a large hallway, you will hardly notice a difference in pressure. However, if you open the same tank in a small room the pressure difference will be greater.<br />
<br />
The standard livable air requirements are about 20 moles of oxygen and 80 moles of nitrogen at a pressure of 101kpa and temperature of 20° Celsius. If you have less than 20 moles of oxygen present, your character will begin to gasp and take oxygen deprivation damage. If the pressure is any lower or higher than 101kpa, your character will begin to take brute damage in relation to the depressurization or overpressurization levels. If the temperature is much lower or higher than 20°C, you risk your character taking burn damage from the extreme cold or heat.<br />
<br />
Generally speaking: <br />
*More gas(# of moles) = more pressure.<br />
*Less gas(# of moles) = less pressure.<br />
*Hot gas = more pressure.<br />
*Cold gas = less pressure.<br />
*Large hallway = more moles/higher temperatures needed to notice pressure change.<br />
*Small hallway = less moles/higher temperatures needed to notice pressure change.<br />
<br />
==Space wind==<br />
Explosive decompression, or ''space wind,'' is caused when a sudden low pressure or depressurization zone occurs and all the atmosphere flows from high pressure to low pressure. Space wind often happens due to a sudden hull breach or when the clown opens the external airlock. All personnel and lose objects in the area will be flung toward the low pressure area as if a gust of wind blows you towards the breach site, thus the name 'Space Wind' is dubbed.<br />
<br />
Space wind is very deadly to any crew member not wearing hardsuits with internals. Space wind will often suck you far away from safety and toward the breach site. The damage you take from slamming into objects(and objects slamming into you) along with depressurization, lack of oxygen, and freezing temperatures will often quickly kill any unsuspecting crewmember who gets caught.<br />
<br />
'''Space wind was disabled on 5/9/2022 until it is fixed or there is a better alternative. You will no longer be pushed around by explosive decompression or airflows.'''<br />
<br />
==Distro==<br />
Distro, or the distribution loop, is usually marked with light blue pipes and is responsible for distributing gas to the station via vents. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of Distro is to ensure that the station maintains a constant pressure of breathable air. The distribution loop works in conjunction with air vents spread across the station to slowly replenish the atmosphere. At round start, Distro will be fully automated and connected to only the nitrogen and oxygen gas chambers.<br />
<br />
==Waste==<br />
Waste, or the waste loop, is usually marked with red pipes and is responsible for removing waste gas around the station via scrubbers. These pipes start and end in atmospherics and are looped around the entire station. The main purpose of the waste loop is the ensure that harmful gases get removed from the station's atmosphere. Scrubbers will remove gas from the hallways and return it to Atmospherics where it will then be separated by gas filters into various holding chambers. Harmful gases will be deposited into their assigned chambers and the breathable air will once again make its way back to Distro and into the station to continue the cycle.<br />
<br />
<br />
==Mix Chamber==<br />
<br />
[[File:Mix chamber in use.png|thumb|A mix chamber in use]]<br />
<br />
The mix chamber is an empty holding area with its own separate loop of pipes and pumps in atmospherics. The mix loop is generally marked with brown pipes and the holding chamber can usually be found close to the external hull, separated from the station by reinforced walls and windows. There will be an emergency button nearby to vent the chamber to space if you need to dump your mix in case an accident arises, or you just wish to reset the chamber for a new mix. The mix chamber is here for you to experiment with different mixes, ratios, temperatures, and pressures while combining gases. <br />
<br />
On most stations the Mix chamber will loop around to either the [[Supermatter]] chamber, to the distro loop, or back to the waste loop. It is generally a good practice to have your mix loop flow back into the waste loop to recycle any unspent gases. You should '''NEVER''' have the mix loop flow into distro unless you have a [[Traitor|very good reason.]] Most savvy Atmospherics Technicians physically disconnect the mix loop from distro at round start to prevent an easy sabotage target or accident from occurring later in the round.<br />
<br />
<br />
See the guide to [[Gases]] if you are interested to learn how different gases interact with each other at different temperatures and pressures.<br />
<br />
See the guide to [[Setting up the mix chamber]] if you want to learn how to properly and safely use the mix chamber.<br />
<br />
==Gas Miner==<br />
<br />
[[File:Gas miner.png]]<br />
<br />
Gas miners create new gas from nothing and are currently used to make sure the station has an infinite amount of a specific gas. Gas Miners come in different types and create different types of gas. A oxygen miner will create oxygen gas while a plasma miner will create plasma gas. Gas Miners can be found in Atmospherics inside each gas holding chamber.<br />
<br />
==Gas holding chambers==<br />
<br />
[[File:Atmos holding chambers.png|thumb|Gas holding chambers]]<br />
<br />
Located in atmospherics is a series of separated gas holding chambers. These chambers will generally contain a specific gas and its respective gas miner. Depending on the station layout, the holding chambers may be separated from the hull by reinforced walls and windows. If a holding chamber is breached all the gas held inside will be vented out to space. Patch up the breach to allow the miner to replenish the storage of gas.<br />
<br />
Each chamber will be connected to the waste and mix loops. The nitrogen and oxygen chambers will also be connected to the distro loop. The gas can be extracted using pumps and mixers and sent off to various locations around atmospherics. Unused gas in the system will be recycled as it flows back along the waste loop. filters will separate each gas and pump it into its assigned chamber. These chambers can generally be considered an ''infinite'' source of gas.<br />
<br />
Each chamber will have a sign on the wall displaying information on what gas is in its own specific chamber. Each chamber should contain pure gas of its element and can safely be treated as such.<br />
<br />
==Useful trivia and tricks==<br />
*Always be prepared to fix a breach. Carry your Atmospherics hardsuit or firesuit with you so you can survive long enough to fix any breach at a moments notice.<br />
*The Atmospherics firesuit is space proof and functions like a hardsuit. Just make sure you wear the helmet with it or else it wont give you any protection.<br />
*The standard air mix is about 21% oxygen and 79% nitrogen @ 101.7 kPa at 293.2K (20°C).<br />
*A quick and dirty way to vent high pressure or unwanted gases is to expose the area to open space. Breach a wall or open an airlock to quickly suck out all the atmosphere. Just be sure you have the area sealed off and no crewmembers get caught in the depressurization zone!<br />
*Overpressurization can be just as harmful as depressurization!<br />
*A pressurized pipe will violently decompress if unwrenched! <br />
*If you want to check the pressure and temperature of a pipe, hold your gas analyzer in hand, shift left-click on the pipe, and click on the magnifying glass in pop-up window.<br />
*Make sure that the distro loop never connects to anything else like the mix or waste loop. unless you want to flood the station with superheated plasma and risk getting an angry admin message.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Setting_up_the_mix_chamber&diff=2173Setting up the mix chamber2022-06-07T03:32:26Z<p>Kayek: /* Igniting the burn mix */</p>
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<br />
==About this guide==<br />
So you are ready to graduate from Station Engineer to Atmospherics Technician and are looking for something a little more in-depth than laying down wires and clicking on boxes to set up the AME? Well look no further, after reading this you will be smarter than those [[Station Engineer|dummies next door]] and have the skills to show for it! <br />
<br />
This guide is designed to walk you through, step by step, in creating your first burn mix using the mix chamber. After completion you should have a better understanding on how the mix chamber functions. If everything is done right you will make your engineer coworkers jealous and will be one step closer to mastering atmospherics! If things go wrong, angry crewmembers will be yelling death threats and the admins will very interested in you! Just remember to always learn from any mistakes and understand where and why something went horribly wrong!<br />
<br />
Make sure you have a basic understanding on how atmospherics works. If you don't, read the guide to atmos and once you feel comfortable come back here.<br />
<br />
==About the mix chamber==<br />
As of right now, the mix chamber has almost no practical use. aside from creating awesome fire and cool looking gases It provides no power and no benefit to the station. It is just here for adventurous atmosians to flex their knowledge and to get a better understanding on how gases interact with one another at different ratios under various pressures and temperatures.<br />
<br />
==First things first==<br />
So you just started your shift as an Atmospherics Technician on space station 14 and want to use the mix chamber. The very first things you should do is grab your equipment. Make sure you have either your firesuit and helmet or atmospheric hard suit and internals available to provide you some protection in case of an accident. Next, be sure to grab your handy dandy gas analyzer to be able to see what's going on inside those pipes. Lastly and arguably the most important thing you should do at round start is to consult with your fellow atmospheric technicians and [[Chief Engineer]]. Declare your intention to use the mix chamber and make sure everyone is on the same page. The last thing you want to have happen is your coworker unwittingly dumping your burn mix into the room by un-wrenching a pipe or finding out that they accidently pumped your burning hot plasma mix into distro.<br />
<br />
==Locating the mix chamber==<br />
<br />
[[File:Mix chamber 2.png|thumb|An example of a mix chamber]]<br />
<br />
Look around atmosia and locate the gas mixers by the different gas holding tanks. Follow the gas mixers outlet pipes until they all combine and terminate into a pump or manual valve that leads out of the station's hull. Look through the window and observe if the pumps lead into a nearby empty chamber containing both inlet and outlet passive vents and a blast door. If you found this, congratulations! you have located your mix chamber! <br />
<br />
Some stations, usually the small ones, are not equipped with a mix chamber. If the pipes lead to a vent in open space and you do not see a nearby empty chamber then there is mostly likely no mix chamber on this station. Feel free to contact the head of your department and Centcom to complain about station budget cuts!<br />
<br />
==Setting up the pipes==<br />
<br />
[[File:Atmosia mix chamber guide.png|thumb|A handy guide with arrows and numbers]]<br />
<br />
Every station has a different layout so it is a good practice to always refamiliarize yourself at round start with the mix chamber and the mix loop. After you located the mix chamber follow the pipes that flow into and out of it and get comfortable with where they lead. A general mix loop will take gas from the holding tanks, through gas mixers and into the mix chamber. From there they will exit the chamber and loop into an area where you can connect ports and canisters to extract your gas. Some layouts do not have a canister loop and you might have to create your own if needed. Finally the mix loop will connect into waste where the unused gas will be returned to the gas holding chambers to be recycled and reused at a later time. Once you are 100% sure where the mix loop is you are ready to add gas to the chamber.<br />
<br />
#Triple check that the pipes leading out of the mix chamber '''do not''' flow into distro. if they do, either physically disconnect them or manually toggle off the pumps. <br />
#Toggle off all the gas pumps, except oxygen and nitrogen, leading out of the gas holding chambers.<br />
#toggle off all the gas mixers with the exception the oxygen and nitrogen mixers used for distro.<br />
#Toggle off all the pumps leading out of the mix chamber up to the waste loop.<br />
#Toggle closed the mix chamber blast doors using the button.<br />
#Use your gas analyzer on the pipes leading into and out of the mix loop and check to see that there is no gas in the pipes. If there is, locate where the gas is coming from and toggle that pump closed. Drain the mix loop by locating the mix to waste pump at the end of the mix loop and toggle it open until the gas is gone. Repeat until all gas is gone.<br />
#Locate the pumps leading out of the oxygen and plasma holding chambers and set them to max pressure.<br />
#Locate where the oxygen flows into the next gas mixer down the line and max the pressure. Be sure to configure the input ratios depending on what side of the mixer the oxygen is flowing into. '''Do not touch the gas mixers used with oxygen and nitrogen in the distro loop.'''<br />
#Work your way down the gas mixer line maxing the pressure and configuring the input ratios until you reach the mixer for the plasma holding tank. Set the input for oxygen to be at 90% and the input for plasma to be 10% and then max the pressure.<br />
#Continue down the line up to the chamber opening up and maxing the pressure of all pumps until you see gas flow into the mix chamber.<br />
<br />
If everything is done correctly you should see plasma gas in the mix tank. The exact composition of the gas inside should be 90% oxygen and 10% plasma. If you see this then congratulations! you have created your very own burn mix!<br />
<br />
If you don't see any gas inside the mix chamber chances are that you forgot to toggle open a pump or max the pressure. double check that the blast doors are closed and that all the outlet pumps on the mix chamber are toggled off. Follow the mix loop back from the mix chamber and use your gas analyzer on each pipe segment until you find where the pressure is at. double check that the right pumps are open and that the pressure is maxed. If there is still no gas flowing double check the mixers and check to see the correct inlet ports are set to the right percentage on the mixer interface. If there ''still'' isn't gas in the chamber and you double checked every pipe pump and valve then check that there is gas in the holding tanks. Some stations do not have a plasma miner or there might be a breach venting all your gas into space.<br />
<br />
==Igniting the burn mix==<br />
So, your mix chamber is full of sparkling plasma and oxygen, what's next? Firstly, understand that plasma will ignite at higher temperatures. A plasma fire requires both a steady flow of oxygen and plasma to remain ablaze and will create waste gas in the process. There are many ways to ignite your burn mix but the most common and safest way is to wrench a heater on one of the burn mix outlet pipes. A quicker, dumber, more flashier way is to chuck a lit welder or fire source into the chamber before pressurizing it.<br />
<br />
[[File:Heater burn mix location.png|thumb|A suitable location for a heater to combust the burn mix]]<br />
<br />
Lets go with the heater method. Simply find a heater nearby in atmospherics or steal one from your silly engineer coworkers. Alternatively you can craft one using a machine frame and some components. Once you have acquired your heater, drag that bad boy over to the mix chamber's outlet pipe. Make sure the location you have chosen has pressurized gas from the chamber, use your gas analyzer to check! You may need to add or remove some pipes and a pump to get a suitable location. Once you have the right location, use your wrench to secure it to the pipe. Open the interface, max out the temperature and turn it on. Depending on the amount of burn mix and its temperature you may need to wait a couple of seconds before it combusts into a beautiful plasma fire. Heaters(and freezers) will sometimes act strangely on horizontal and elbow pipes and not heat up the gas inside.. You may need to move it around until you find a place that works for you.<br />
<br />
Once your burn mix is lit you may notice it going out sporadically. This is because we still have the mix to waste pipes toggled off and the plasma fire is creating water vapor as a waste gas witch is taking up valuable space, displacing oxygen and plasma and snuffing out our fire. Simply open up your mix loop to waste and watch as the gas gets syphoned out through the loop back into the gas holding chambers. You may need to manually vent the mix chamber using the blast door toggle button to speed up the venting process. Once you have the mix loop connected to the waste loop, plasma and oxygen will continuously flow from the gas holding chambers into the mix chamber, combust into flame, and work its way out through the loop back into the holding chambers ready to start its journey once again. <br />
<br />
Congratulations! you now have a fully self sufficient burn mix! The fire will continue to burn until you either run out of oxygen or plasma, or until the waste loop cant keep up with the pressure. Feel free to sit back and relax for a time while watching your burn mix combust into flame.<br />
<br />
==What now?==<br />
Now that we have a stable plasma fire, now what? Well, that's up for you to decide! Experiment with different plasma and oxygen ratios and see how it influences the temperature and pressure. Perhaps try to introduce a third gas into the chamber and see what happens. Extract your burning hot gas into a canister and drag it along behind you to show it off to the crew while grabbing a well deserved snack and drink at the bar. If you are feeling especially [[Traitor|naughty]], connect the mix loop to distro to heat things up a bit. The possibilities are yours to decide! have fun and remember to enjoy the remainder of your shift aboard Space Station 14.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2161Nuclear Operative2022-06-05T01:48:19Z<p>Kayek: /* Equipment */</p>
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{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2160Nuclear Operative2022-06-05T01:46:06Z<p>Kayek: /* Equipment */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Excellent at crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2159Nuclear Operative2022-06-05T01:44:04Z<p>Kayek: </p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2158Nuclear Operative2022-06-05T01:41:53Z<p>Kayek: /* Arming the Nuclear Fission Explosive */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|The nuclear device awaiting the nuke codes]]<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2157Nuclear Operative2022-06-05T01:41:18Z<p>Kayek: /* Arming the Nuclear Fission Explosive */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|frame|arming the nuclear device]]<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2156Nuclear Operative2022-06-05T01:40:48Z<p>Kayek: /* Arming the Nuclear Fission Explosive */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png|thumb|arming the nuclear device]]<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=File:Nuclear_Fission_Explosive_interface_with_disk.png&diff=2155File:Nuclear Fission Explosive interface with disk.png2022-06-05T01:36:31Z<p>Kayek: Kayek uploaded a new version of File:Nuclear Fission Explosive interface with disk.png</p>
<hr />
<div>The nuclear fission explosive interface with the nuke disk inserted.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2154Nuclear Operative2022-06-05T01:28:29Z<p>Kayek: /* Equipment */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2153Nuclear Operative2022-06-05T01:27:59Z<p>Kayek: /* Equipment */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb|alt=An operative's most important tool|The pinpointer]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2152Nuclear Operative2022-06-05T01:26:46Z<p>Kayek: /* First Introductions */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
[[File:Nuclear operatives planning.png|thumb|Operatives planning aboard their infiltrator vessel]]<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb||An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=File:Nuclear_operatives_planning.png&diff=2151File:Nuclear operatives planning.png2022-06-05T01:24:57Z<p>Kayek: </p>
<hr />
<div>A group of nuke ops discussing their plan aboard their syndicate infiltrator vessel.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2150Nuclear Operative2022-06-05T01:22:04Z<p>Kayek: /* Equipment */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission success.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk. As you get closer to the disk, the arrow on your pinpointer will begin to change. Red to blue to green as you get closer. Once you are within one tile of the disk, the pinpointer will flash a black dot.<br />
<br />
[[File:Pinpointer .png|thumb||An operative's most important tool]]<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=File:Pinpointer_.png&diff=2149File:Pinpointer .png2022-06-05T01:19:48Z<p>Kayek: </p>
<hr />
<div>A pinpointer pointing a the nuke disk.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Operative&diff=2148Nuclear Operative2022-06-05T01:13:50Z<p>Kayek: /* Your Primary Objectives */</p>
<hr />
<div><gallery><br />
<br />
</gallery><br />
__NOTOC__ <!-- Removes table of contents --><br />
WIP<br />
{{Job_Header<br />
|department=Syndicate<br />
|img=[[File:Nuclear Operative.png|128px]]<br />
|title=Nuclear Operative<br />
|access=Syndicate, Maintenance, Anywhere else a block of c4 will blow open<br />
|difficulty=Very Hard<br />
|duties=GET THAT DISK.<br />
|supervisors= Nuke op Commander, [[Syndicate]]<br />
|subordinates= None<br />
|guides=TBA<br />
}}<br />
<br />
Congratulations, agent. You have been chosen to join our finest group of operators, the Syndicate Nuclear Operative strike team.<br />
<br />
==Your Primary Objectives==<br />
<br />
1. Retrieve the [[Nuclear Authentication Disk]]. [[File:Nuclear Authentication Disk.png|64px]]<br />
<br />
2. Use it to activate the [[Nuclear Fission Explosive]]. [[File:Nuclear Fission Explosive.png|64px]]<br />
<br />
3. Escape alive on your infiltrator vessel.<br />
<br />
==Order of Operations==<br />
A good plan is one that is not rushed. You have plenty of time aboard your infiltrator vessel, use this time to properly equip yourself and create a plan with your fellow operatives. Be sure to also use this time to memorize the nuclear authentication codes located on a paper in your vessels bridge.<br />
<br />
The basic plan is as follows:<br />
<br />
# '''Plan''' the attack.<br />
# '''Order''' items, weapons, and explosives with your syndicate uplink to turn yourself into a walking armory.<br />
# '''Infiltrate''' the station using your Syndicate infiltrator and equipment to get aboard the station.<br />
# '''Steal''' the [[Nuclear Authentication Disk]].<br />
# '''Activate''' the [[Nuclear Fission Explosive]].<br />
# '''Evacuate''' the station, preferably back on your Syndicate infiltrator vessel.<br />
<br />
==First Introductions==<br />
When the round starts you will find yourself aboard a Syndicate Infiltrator vessel floating off in space a distance from the station. Here you will find your team, your team leader, the nuke codes, and all the equipment you will need to infiltrate the station. Be sure to notice who your team leader is, their name will be '''Commander'''. Also use this time to memorize the nuclear authorization codes provided to you on a piece of paper in the vessels bridge. To avoid confusion all operatives should listen and follow the instructions of their Commander. The last thing you want to do is have five different plans. You are a strike team, not a lone operator, be sure to act like one.<br />
<br />
==Creating the Plan==<br />
First of all, don't rush. Your infiltrator vessel is far enough from the station that you ''should'' be safe from anyone discovering you. Use this time to come up with a plan with your Commander and to help guide your fellow operatives. Be sure to communicate with your team before spending all of your Telecrystals. Listen to your Commander and work with them to develop a plan that everyone understands. Operations without a plan are often the ones that fail the most often.<br />
<br />
==Equipment==<br />
Every operative should always have a flexible set of equipment. Unless its part of the plan, you don't want to be the guy with 15 blocks of c4 and no weapon to defend yourself with. The more options you have, the better your chances at completing your mission. A diverse and flexible set of equipment will allow you to adapt to more situations on the fly and increase your chances of mission sucess.<br />
<br />
Your most important piece of equipment is your pinpointer. This handy device points you to your primary objective, the Nuclear Authentication Disk.<br />
<br />
You will want means of infiltrating the station. By default you '''Will not''' have access to station hull and departmental air locks. Be sure to bring equipment to allow you access to these areas. Your primary form of defense is speed and stealth. Get bogged down behind a air lock and you are as good as dead when the crew swarms you.<br />
<br />
Remember operative, you are only useful to your team while you are alive. Go down and the crew will have access to your equipment. Play smart and stay alive. Be evasive and don't rush into a mob of crewmembers. keep you and, more importantly, your gear safe at all costs.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|+ Infiltration Equipment<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Cryptographic Sequencer || 8 TC || The quickest, stealthiest, and most reliable, and expensive way of opening airlocks. Comes with 3 charges that refill over time.<br />
|-<br />
| Composition C-4 || 2 TC || A slower more violent way of opening airlocks and station walls.<br />
|-<br />
| Melee Weapon || Varies || If you have to resort to meleeing open a airlock, you probably already failed the mission.<br />
|-<br />
| Crowbar || Free || Useful to open unpowered airlocks.<br />
<br />
|}<br />
<br />
<br />
Ranged Weapons will be your main source of killing power. Your ammo is very limited however, so be sure to aim your shots. Spraying down hallways or full autoing at a distant target is an excellent way to expend all your ammo and turn you into nothing better than a walking piñata for the crew to murder and loot. Remember, your primary goal is not to gun down the entire crew. Extended fire fights will often lead to you running out of ammo and the crew swarming your position. Always be on the move and pick your targets. Do not waste ammo on a clown playing a tuba and do save your ammo for security and more immediate threats. And gods forbid, always check your firing lines, don't shoot your fellow operativities in the back!<br />
<br />
{| class="wikitable"<br />
|+ Ranged Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Clarissa || 6 TC || You spawn with one. A cheap, effective pistol. useful if you get caught while reloading your main weapon.<br />
|- <br />
| Predator || 8 TC || A slow fireing but deadly revolver. Loud and Dangerous.<br />
|-<br />
| Mandella || 8 TC || A silenced handgun. Quick, deadly, silent. <br />
|-<br />
| Surplus Rifle || 4 TC || A bolt action rifle. A slow, low powered, but cheap rifle.<br />
|-<br />
| C-20 bundle || 25 TC || A reliable and accurate SMG. Comes with 3 magazines.<br />
|-<br />
| Bojevic bundle || 25 TC || A semi-auto drum loaded shotgun. Comes with 2 12g and 1 beanbag drums.<br />
|-<br />
| China-Lake bundle || 30 TC || A powerful and dangerous grenade launcher. Good for crowd control and friendly fire. Comes with 9 grenades.<br />
|-<br />
| L6 Saw bundle || 40 TC || A robust 100 round light-machinegun. Good for mowing down crewmembers while taking point. comes with 2 box magazines.<br />
<br />
|}<br />
<br />
<br />
Melee weapons should generally only be used to kill off downed crewmembers to conserve ammo, or as a last resort while reloading. If you run out of ammo or lost your gun and have to rely on your melee weapon, you will probably be dead very soon. That saying, melee weapons can be very effective. Weave in and out of combat to distract the crew while your team finishes them off from afar, Or be a distraction and lure security away from the captian and the rest of your team. <br />
<br />
{| class="wikitable"<br />
|+ Melee Weaponry<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Energy Sword || 8 TC || a pocketable but dangerous energy sword. Loud and very visible. <br />
|-<br />
| Energy Dagger || 2 TC || a smaller, cheaper, and less powerful version of the energy sword. <br />
|-<br />
| Holoparasite Kit || 14 TC || a player controlled entity that follows you around. A good source for extra damage and distractions. Useful for extended engagements and for personal protection. <br />
|-<br />
| Survival Knife || Free || A handy backup weapon. Your last resort.<br />
<br />
|}<br />
<br />
<br />
Guns and explosives are not your only tools for this operation! Don't underestimate the usefulness of utilities. Weather it be healing cigs or non-slip shoes, these options are good to buy if you have a small amount of telecrystals to spare.<br />
<br />
{| class="wikitable"<br />
|+ Utilities<br />
|-<br />
! Equipment !! Cost !! Description<br />
|-<br />
| Syndicate Minibomb || 7 TC || A large throwable explosive on a 10 second timer. Good for creating hull breaches and for large mobs of crewmembers.<br />
|-<br />
| No-slip Shoes || 2 TC || protects you from getting humiliated by a robust clown with a banana peel.<br />
|-<br />
| Blood-red Magboots || 2 TC || allows you to maneuver in no gravity. Useful when planning on sabotaging the gravity generator.<br />
|-<br />
| Cybersun Juggernaut Suit || 12 TC || A robust hardsuit. Slows you down but provides immense protection from damage.<br />
|-<br />
| Power Sink || 5 TC || Quickly drains the station of power when connected to the power grid.<br />
|-<br />
| Syndicate Smokes Packet || 2 TC || a quick and efficient way to heal yourself on the go. Requires you to unequip your helmet and facemask to smoke.<br />
<br />
|}<br />
<br />
<br />
Every operative should generally always have in order of importance:<br />
* A pinpointer to locate the disk.<br />
* Equipment to help them breach the station and open airlocks.<br />
* Long range weaponry to mow down any crewmember in your way.<br />
* Enough ammo for extended firefights.<br />
* A melee weapon for when you are out of ammo or you lost your gun.<br />
* Utilities such as healing or non-slip boots.<br />
<br />
==Infiltration==<br />
This is arguably the most important part of your operation. Do it well and you will have the element of speed and surprise. Mess up and the crew will have ample time to arm themselves. <br />
<br />
Once the plan is made and everyone has their equipment, your pilot will fly the infiltrator vessel over to the station. Quickly don your hardsuit's helmet and internals and space walk over to the hull. using your planed course of action you and your team will breach the hull and be aboard the station. If all went well you and your team will have infiltrated the station without the crew knowing of your existence.<br />
<br />
There are many different methods of infiltrating the station. Do you go loud and use speed and shear firepower to your advantage while the crew is confused? Or do you take a more subtle approach? Sometimes it will be beneficial to move slowly at this point in your operation. Sabotage the station before you board. Perhaps quietly have a operative enter maintenance disguised as a crewmember. Each method has its advantages and disadvantages. Be sure to plan ahead for this part of the mission and stick to the plan. Just be aware, the more time you spend on station, the greater your chances are at being discovered and blowing your cover.<br />
<br />
==Sabotage==<br />
Should you choose to, and should your plan call for a more delicate approach, you and your team might find yourselves in an opportunity to quietly sabotage the station before the crew notices your existence. Silently breach sections of the hull to space parts of the station. Place a power sink and drain the station of power. Re-pipe atmospherics and deny the crew of breathable oxygen. Disguise yourself as a crewmember and disable power substations or the gravity generator to put your magboots to good effect. The options are yours to decide. <br />
<br />
A good sabotage requires time and planning. Be sure to discuss this part of the mission while you and your team are planning the operation. Be aware that some crew members, engineering in particular, may come along an investigate the source of the problem. The longer your team spends at sabotaging the station, the greater your potential at confusing the crew and mission success. On the other hand however, every second you spend is another second the crew has to prepare. Science will be researching better technologies, cargo might be ordering weapon crates to fight space carps. Keep in mind the more sabotage you cause and the longer you stay unnoticed, the greater your chances are at being discovered. Once your cover is blown and the crew notices you are on the station, it is probably best to move on to the next phase of your operation.<br />
<br />
==Assault==<br />
Remember operative, speed and stealth are your best tools. Move quickly together and keep the crew from calling out your exact location. Do not get into needless firefights with unarmed crew, this is both a waste of valuable time and ammo. You should keep a close eye on your pinpointer and rush the disk. Your best scenario is catching the captain unawares and unprepared. Spend too much time stuck behind airlocks or fighting crew and the captain will have time to barricade himself while security and the crew begins to arm themselves with leathals before converging on your position. Do not fight fairly, Do not give the crew a moment to call out your position. Move quickly and place precise bullets into any crewmember you come across. Don't chase crewmembers that get away, rush that disk at all costs.<br />
<br />
==Acquiring the Disk==<br />
Most of the time the disk will be on the captain's person either in his bag or pockets. Follow your pinpointer until you locate it. Once you acquired the disk your first primary objective is complete. Make a quick and organized retreat back along your infiltration path. You have the disk now so there is no longer any need to stay and fight the crew and risk death and mission failure. Hastily return along your assault route and back to your infiltrator vessel. On board is the Nuclear Fission Explosive. <br />
<br />
Alternatively, if you and your team are unable to make it back to your ship, there is a second Nuclear Fission Explosive in the vault on the station's bridge. This option however often puts your team at greater risk. Unless the you are very close to the vault when you obtained the disk, it is often better to retreat back to your ship and keep the crew from knowing your exact position. The longer you spend aboard the station the less of an advantage you and your team will have.<br />
<br />
==Arming the Nuclear Fission Explosive==<br />
You have the disk, now you just need to arm the nuke. Insert the disk into the device, unwrench it from the floor and input the nuke codes. If you forgot the codes they should be on a piece of paper aboard you infiltrator vessel's bridge. Arm the device. Preferably on the station. Wrench the device to the stations floor and remove the disk. the last thing you want to do is allow a crewmember access to the disk so they can disarm the nuke. Your primary objective now is to ensure the disk does not fall back into their hands. Run like hell with your team back to your Syndicate infiltrator vessel and fly the hell away from the station.<br />
<br />
==Explosive Victory==<br />
Congratulations, Operative. you have successfully destroyed Space Station 14 in nuclear fire. Your objective is complete. Bask in your victory and remember this sensation. We will call upon you and your exemplary skills again.</div>Kayekhttps://wiki.spacestation14.io/w/index.php?title=Nuclear_Fission_Explosive&diff=2147Nuclear Fission Explosive2022-06-05T01:07:15Z<p>Kayek: Created page with "128px The Nuclear Fission Explosive device is used in conjunction with the Nuclear Authentication Disk explode the station. Exploding the nuke will end the round. You need both the nuke disk and the nuke codes in order to arm and set the device. The Nuclear fission explosive is located in the Vault. File:Nuclear Fission Explosive interface.png Once you insert the disk you will be allowed to ancho the device to and f..."</p>
<hr />
<div>[[File:Nuclear Fission Explosive.png|128px]]<br />
<br />
The Nuclear Fission Explosive device is used in conjunction with the [[Nuclear Authentication Disk]] explode the station. Exploding the nuke will end the round. <br />
<br />
You need both the nuke disk and the nuke codes in order to arm and set the device. The Nuclear fission explosive is located in the [[Vault]].<br />
<br />
[[File:Nuclear Fission Explosive interface.png]]<br />
<br />
Once you insert the disk you will be allowed to ancho the device to and from the floor. You will also be allowed to insert the nuke codes.<br />
Once the proper nuke codes are submitted you will be able to arm the device. Once armed, a station wide alert will play.<br />
<br />
[[File:Nuclear Fission Explosive interface with disk.png]]</div>Kayek