Stationary Security Service
SSS | Missions | Rewards | Guide | Trivia |
Stationary Security Service (SSS or S3) is a game mode in Arknights. It is accessible from the Terminal since the Lingering Echoes update once 1-5 is cleared and after the player have unlocked an Operator Module.
Overview
SSS's gameplay is reminiscent to deck building card games such as Magic: The Gathering and Yu-Gi-Oh! in which players have to build a "deck" of Operators and clear sequential operations with them.
Playing SSS is needed if one wants to upgrade Operator Modules, as Data Supplement Stick and Data Supplement Instrument – the materials to do so, are primarily obtained here.
To play SSS, the player must select a Security Mission, then choose the Directional EC Unit and Tactical Equipment for each class (explained below), and assign Operators to the squad, and finally start the mission. Like Contingency Contract and Integrated Strategies, SSS does not consume the player's Sanity to run.
After clearing a Security Mission added from the second rework for the first time, its Emergency Resupply mode will be unlocked. Playing in this mode doubles the rewards but applies a handicap, increases the initial Danger Level of each operation, and causes the player to start with Haywire EC Units (all of which are explained below).
Similar to I.S., the player may pause the mission by returning to the main menu and resume it anytime, and complete the mission prematurely from the mission menu. Unlike I.S., failing or quitting out of an SSS operation will not end the mission, instead returning the player to the mission menu where the current operation can be restarted. As such, the player can try SSS operations as many times as one wanted until cracked.
Operators
Unlike anywhere else, the player can include up to 20 Operators (including the Support Unit) in the Security Mission's squad. However, once the mission is started, the squad cannot be edited for the rest of the mission!
Upon clearing the LT-1, LT-2, LT-4, and LT-5 operations, the player will receive Temporary Reinforcements before starting the next operation, which expands the squad by 2 Operators of the player's choice from a selection of 5 random Operators for each (that can be forfeited). By LT-6, the squad will be made up of 28 Operators.
Which Operators that would appear as Reinforcements are determined by the Operator Strategy selected, chosen when building the initial squad before starting the Security Mission:
- Preferred Plan: Prioritize Operators that are used often by the player, primarily those with the highest promotion.
- Free Plan: Pick every Operator. Using this Operator Strategy also allows for Temporary Recruitment Operators to be available as Reinforcements at times, much like in Integrated Strategies which also extends to the Elite and Reserve Operators.
In an SSS operation, the are three places where an Operator may be.
- Deployment Waiting Zone: Up to 12 units that are available for deployment will be present in the Deployment Waiting Zone. Keep in mind that summons tied to certain Operators will take up space in the Waiting Zone!
- Preparation Area: Units that are waiting for deployment will be present in the Preparation Area. When the Prep. Area is empty, all units in the Recuperation Area (see below) will be reshuffled into the Prep. Area.
- Recuperation Area: Operators and Directional EC Units (see below) that leave the map will be taken into the Recuperation Area.
When an SSS operation starts, the player will have 10 random units available in the Deployment Waiting Zone and may shuffle up to 4 units there with random ones in the Preparation Area (during which the game is paused).
Units in the Preparation Area can be transferred into the Deployment Waiting Zone automatically through certain means or manually at the cost of 10 Transfer Permits which is increased by 2 whenever units in the Recuperation Area are reshuffled into the Prep. Area, up to 20. Players start with 30 Transfer Permits in each SSS operation and can obtain more by:
- Defeating an enemy, which gives 1 Permit.
- At the start of breaks, where the player receives 40 Permits.
- Certain Tactical Equipments:
- Supporter A gives 15 Permits.
- Vanguard B exchanges Tactical Equipment(s) passed by the relieved Operator into Permits at a 1:10 ratio.
- The Reassignment Transmitter allows the player to remove up to two units in the Preparation Area in exchange for 15 Permits for every removed unit.
Certain methods allows the player to transfer units from the Recuperation Area.
Units transferred into the Deployment Waiting Zone can be redeployed immediately; only if the unit were taken right into the Waiting Zone upon leaving the map through certain means that their redeployment time counts down as normal. Regardless, Operators' DP cost still ramps up as usual.
Operators can be relieved by deploying one right on top of another (which is so far only possible in SSS), in which case the second Operator is immediately retreated and the first is deployed in their place. Because of this, it is possible to deploy an Operator if the Unit Limit is used up, but the Operator must relieve another (e.g. the player cannot relieve a deployed Robot Operator if doing so would exceed the Unit Limit).
Unlike anywhere else, when a deployed Operator's HP is reduced to 0, they will not be immediately knocked out, but rather enters a downed state for 20 seconds during which they are left with 1 HP and are invulnerable, but cannot attack, use skills, block enemies, and be healed in any way, giving the player an opportunity to relieve them. However, do note that certain skills and talents (e.g. Amiya's Chimera, Surtr's Remnant Ash) will not down the Operator, instantly KOing them!
Any changes on the Operators' stats will apply to the next operation in the Security Mission instead of the current one.
Tactical Equipment
Tactical Equipments are buffs that can be used to enhance the Operators or supporting their deployment in various ways.
Each class have two Tactical Equipments, A and B, but only one of them can be used at a time, which is chosen during the squad assigment and cannot be changed for the rest of the Security Mission! At first only Tactical Equipment A is available, while Tactical Equipment B is unlocked once the player completes an entire Security Mission for the first time.
When an Operator is relieved, they will pass on all of their Tactical Equipment(s) to the relieving Operator with certain exceptions (see below). However, if the Operator is knocked out or retreated directly (without relieving them), they will lose all Tactical Equipments they had. Passing on Tactical Equipments is important, as the Unit Limit in SSS operations are lower than in elsewhere and the Danger Level (explained below) progressively make enemies stronger, so the Equipments' buffs will help in overcoming the handicap.
A single Operator can benefit from up to five Tactical Equipments at a time, but certain Directional EC Units (see below) allow this limit to be surpassed.
Class | A | B |
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Grants the relieving Operator +20% ATK and +1 SP every 3 seconds | Grants the relieving Operator +40% ATK | |
Grants the relieving Operator +40% DEF and +1 Block | Grants the relieving Operator +25% DEF and +25% Max HP | |
Grants the relieving Operator +40% ATK | Grants the relieving Operator +20% ATK and +20 ASPD | |
All units take 10% less damage | After deployment, revive a downed Operator within range | |
Grants the relieving Operator +40 ASPD | Grants the relieving Operator +25% ATK and +25% Max HP | |
After deployment, return retreated Operators to the Deployment Waiting Zone, and redeployment time -50% | Grants the relieving operator +20 ASPD and +1 SP every 3 seconds | |
After deployment, gain 15 Transfer Permits | After deployment, view 4 random Operators in the Preparation Area, and choose 1 of them to transfer | |
Grants the relieving Operator +20% ATK and +1 SP every 3 seconds | After deployment,[note 1] converts all Tactical Equipment to Transfer Permits (10 per equipment) | |
Additional information | ||
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Operations
Each Security Mission is divided into six operations distinguished by the "LT" code, except Security Drill missions which is made up of three operations distinguished with the "TR" code (not to be confused with tutorial operations).
Enemies in SSS operations spawn in three waves, with a 10-seconds Take a Break period or simply break in between them.
As with Contingency Contract, losing Life Points will not affect the final outcome of an SSS operation, so the player can let one or two enemies leak through if victory is to be assured.
Amplifier Device
All SSS operations feature an Amplifier Device, where every 50 seconds of the operation's time (which will be paused during breaks), the Danger Level will go up by 1; each Danger Level usually increases the HP and ATK/DEF of enemies by 25% and 5%, respectively (e.g. at Danger Level 10, enemies have +250% HP and +50% ATK/DEF), but some Security Missions may have different Danger Level effects; hostile devices are not subject to the Danger Level mechanic. As such, the longer it takes to clear the SSS operation, the more difficult enemies will be to deal with.
Each SSS operation has a set Danger Level at the start that increases in subsequent operations and a Danger Level cap that increases as the enemy waves progresses. Fortunately, Danger Level is not carried over between operations.
Operation | Initial | Wave 1 cap | Wave 2 cap | Wave 3 cap |
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LT-1 | 0 | 5 | 10 | 15 |
LT-2 | 1 | 5 | 10 | 15 |
LT-3 | 2 | 5 | 10 | 15 |
LT-4 | 3 | 5 | 10 | 15 |
LT-5 | 4 | 5 | 10 | 15 |
LT-6 | 5 | 10 | 15 | 20 |
In LT-3, the Danger Level cap will only be raised once the bonus wave is cleared (i.e. the cap will be of the previous wave instead of the next).
Unique enemies
All bosses unique to S3 are capable of disrupting Operator transfer and deployment as well as inflicting severe distractions towards friendly units. They are also excluded from the waves, so a wave can end with the boss still present, and deducts 3 LP upon entering a Protection Objective, thus they must be defeated lest the operation be instantly compromised!
Normal | |
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Elite | |
Boss |
EC Units
SSS features unique deployable devices known as EC Units that are divided into three categories: Directional, Special, and Haywire.
Directional
Directional EC Units has both a passive effect that applies throughout the operation and an active effect that applies when the Directional EC Unit is deployed. Only one Directional EC Unit can be used at a time, which is chosen before starting a Security Mission and will be available in all operations of that Mission.
Directional EC Units will be taken into the Recuperation Area upon leaving the map with some being returned to the Deployment Waiting Zone instead, allowing them to be reused at the player's discretion.
After clearing the LT-3 operation, the Directional EC Unit can be upgraded with one of two Directional EC Components of the player's choice, modifying its functions or improving its effectiveness.
Common
EC Unit | Use |
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Will always be in the Deployment Waiting Zone at the start of an operation.
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Introduced in Dispatch Cycle 2: Recapture Land.
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Introduced in Dispatch Cycle 3: Southern.
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Unique
EC Unit | Use |
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Can only be used in Under-Construction Dossoles Plate.
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Can only be used in Acahuallan Jungle.
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Can only be used in Mama John's New Plate.
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Can only be used in Raythean Industries Test Platform.
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Can only be used in Alsterii Bellariorum Manufacture Platform. Will always be in the Deployment Waiting Zone at the start of an operation.
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Can only be used in The Abandoned Lighthouse.
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Special
In the LT-3 operation, a Fleet-footed Thief, Shiny Pooloo, or Teary Detective will spawn as a "bonus" wave after breaks which do not deduct Life Points when entering a Protection Objective but awards one of three random Special EC Units of the player's choice; the game will be paused when the player is making the decision, which can be abandoned. Once obtained, the Special EC Unit will be in the Deployment Waiting Zone (unless no space is available, in which case it will be in the Preparation Area) and then can be used in all subsequent operations.
Special EC Units will no longer be available for the rest of an operation once deployed, so use them wisely.
EC Unit | Use |
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Returns a deployed Operator to the Deployment Waiting Zone; the returned Operator keeps their Tactical Equipments and have their DP cost and redeployment time reduced. | |
Gives 2 Tactical Equipments to a deployed Operator, which will be of their respective class. Does not affect on-deployment Tactical Equipments. | |
Can transfer up to 2 out of 4 random units in the Preparation Area. | |
Can remove up to 2 out of 4 random units in the Preparation Area for the operation in return for Transfer Permits. | |
Can transfer up to 2 out of 4 random units in the Recuperation Area. |
Haywire
Haywire EC Units are detrimental devices only given in the Emergency Resupply mode.
EC Unit | Use |
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Increases the DP cost of units in the Deployment Waiting Zone (including other Concretes but not itself) while in it. Can be deployed for a high DP cost but is invulnerable, does not obstruct enemies, and cannot be retreated — effectively rendering the tile it was on useless. | |
Temporarily Stuns friendly units on ranged tiles when transferred, after which the Flashbang is taken to the Recuperation Area. Will never be in the Deployment Waiting Zone at the start of an operation. |
Notes
- ↑ The in-game text omits this line, which can be misleading.
Changelog (Global)
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