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|duties = Imposing Nanotrasen's will through force of arms
|duties = Imposing Nanotrasen's will through force of arms
|guides = This is the guide
|guides = This is the guide
|quote = "Remember, no witnesses."
}}
}}


The death squad is a special admin event, one that is started usually when the station is completely and utterly fucked. This is usually because [[alien|xenomorphs]] have replaced the entire crew. They're sent in to as implied by name, cause death. They're armed to the teeth, and have no shortage of equipment.
The death squad is a special admin event, one that is usually started when the station is completely and utterly fucked. This is usually because [[Changeling|changelings]], [[Blood Cult|cultists]] or [[Alien|something more sinister]] have replaced the entire crew. They're sent into cause death as implied by the name. They're armed to the teeth, (supposedly) highly trained and are armed with the best weapons and equipment Nanotrasen can offer.


==Equipment==
==Equipment==
The death squad is by-far the most well prepared and armed force that you will ever see in your life, the chances of winning against these officers is almost null, pray quietly that they are incompetent enough to not be able to use a pulse rifle possible. You'd be hard pressed to find anything more robust than what these men carry around as standard duty issue.
The death squad is by far the most well prepared and well-armed force that you will ever see in your time on the station, the chances of winning against these Officers is almost nothing, pray quietly that they are incompetent enough to accidentally shoot themselves with their own weapons. You'd be hard pressed to find anything more robust than what these men carry around as standard issue.
===Weaponry===
===Weaponry===
They are armed with many different weaponry. They are issued energy swords for melee, a mateba and pulse rifle for ranged combat. The energy sword serves to conserve ammo when the opposing force is too much to waste ammo on. The mateba is a secondary ranged side-arm weapon meant for a variety of purposes, usually used when the pulse rifle is out of charge. The pulse rifle is the primary, and the strongest weapon that they are equipped with, it has 3 different settings, stun, kill and destroy. A pulse rifle provides everything the officer needs, from full access to eliminating a threat in 3 trigger clicks.
They are armed with many different weapons of all shapes and sizes. They carry energy swords for melee, the ever-deadly pulse rifle for ranged combat and a mateba revolver as a backup. The pulse rifle is the primary, and the strongest weapon that they are equipped with. It has 3 different settings, stun, kill and destroy. A pulse rifle provides everything the officer needs. Stunshots to drop opponents non-lethally, high damage lasers when they don't want to make a mess and heavy pulse lances to disintegrate anything they touch. Their backup revolver, the mateba is not to be trifled with either. A large cylinder, high damage and quick fast firing speed make it a deadly weapon in it's own right. In melee, their energy swords cut through flesh like butter and can eliminate even the strongest of foes with just a few swipes.


In addition, they are armed with Energy Shields. They essentially block any energy based ranged projectile, nullifying weapons such as Tasers, Energy Guns or Energy Bows.
In addition, they are armed with Energy Shields, both handheld varients and built directly into their armor. These shields deflect incoming laser-based projectiles and reduce the damage of physical ones. Many melee attacks will bounce right off.  


Additionally, they are given a box of flashbangs. These flashbangs are used by the professional officers, as the use of them end up taking 3 precious seconds which could end in the target escaping.
They are also given a box of flashbangs for crowd control and room clearing. Getting caught in the blast of one of these will make you blind, deaf and you'll collapse onto the floor for almost a minute before getting up. The officer's armor completely negates the effects of them so don't think to use them against them.  


However, as all weaponry, they have a finite amount of charges, and ammunition. Which is why one officer is a lot less dangerous than a full squad busting into your office blazing it up with pulse lasers.
However like all weaponry, their pulse rifle and mateba have limited ammunition/charges. If they run dry they'll have to find a way to recharge at a recharging station or scavenge new ammo for their revolver.  
===Support===
===Support===
They are supplied a first-aid kit, a pair of optical thermal scanners and a C4 Explosive. The first-aid kit is meant for injuries that the officer may sustain during any sort of close or far range encounter, the optical thermal scanners allow the officer to see any cloaked individual, and anyone that is behind a wall, they are also used as night vision goggles. The C4 Explosive is meant for anything that cannot be destroyed by the pulse rifle.
They are issued a first-aid kit, a pair of optical thermal scanners and a C4 Explosive. Their first-aid kit contains a state of the art hypoinjector packed with healing nanites that can patch up even the worst of gunshot wounds in seconds. The optical thermal scanners provide both perfect night-vision and the ability to see people through walls, so don't think to hide from them in a locker or otherwise. Their C4 charges can blow a man-sized hole through almost anything, though their pulse rifles can melt down a wall or bolted airlock in a few shots.


In case they need to nuke the station, they are given pin-pointers that point to the nuclear authentication disk.
In case they need to destroy the station and anyone on it, they are given pin-pointers that point to the nuclear authentication disk.


Death Squad operatives are also given access to their robust power armour, the best one in the game. It also doubles as EVA gear. However the armour suffers from some minor slowdown equivalent to the Captain's space suit.
Death Squad operatives are also given access to their robust power armor, the best one in the game. It also doubles as EVA gear. However, the armor suffers from some minor slowdown equivalent to the Captain's space suit meaning an unencumbered crew member could outrun them given the chance.


===Mecha===
===Mecha===
The death squad are sometimes granted usage of the military grade mechs, Seraphs and the Marauders. These are only used in-case of emergency, usually because the threat that they are encountering can easily tear up the officers flesh in a matter of seconds, even with the power armor worn. The mechs are very dangerous, and are armed with high precision laser cannons, AC 10 scattershot, pulse cannons and a majority of other equipment, including fail-safe systems.  
The Death Squad is sometimes granted usage of the military grade mechs, Seraphs and Marauders. These are only used in case of extreme danger and when augmenting the already powerful Officers, the Squad becomes nearly unstoppable. The mechs are very dangerous and are armed with high precision laser cannons, AC 10 scattershots, pulse cannons and a wealth of other equipment. Including fail-safe systems, automatic repair drones, internal oxygen tanks, and a self destruct mechanism.  


The chances of survival for anyone that has to go up against the mech is essentially zero. Which is why when the mechs show up, everybody panics no matter what they were sent in for.
==Duties as Deathgivers==
*''' Establish a plan with your fellow Officers. Usually, some sort of objective will be delivered to you via a CentCom Admiral or similar.
*''' Prepping yourselves, assume roles. There's plenty of extra equipment in the starting armory and if the emergency armory is opened, feel free to grab whatever extra goodies are there.
*''' Travel to the station via your shuttle, it will land in Arrivals. Clear the area, then move out. Stick together, and remember. No witnesses.
*''' Accomplish whatever objective you've set out to do, eliminate any crew members who cross your path. Many may try their hand at attacking you, show them the error of their ways.
*''' When your objective is complete (usually nuking the station into high orbit) return to the shuttle and then to CentCom. Congratulate yourselves on a job well done.
===ADDITIONALLY===
*''' If you need to clear a room, throw in a few flashbangs first, their stunning effect makes anyone caught in their radius easy targets. The stun functions on your rifles can drop someone in a single shot even with armor. Your pulse lance setting will melt anyone in just a few shots so use it to your advantage.
*''' If you are ordered to destroy the station, use the pinpointers supplied to find the nuclear auth disk normally held by the Captain. Proceed then to the Vault which contains the Nuclear Explosive, insert the disk, set the time and hold the door until it's time to evac.
*''' If you take too many casualties, do your best to return to CentCom and ask for Emergency Armory access or reinforcements.
==Nuke it from Space==
You are sent to blow the station sky-high to kingdom come. You can do this using the on-station nuclear fission explosive, you are provided with instructions to using it, and also are given the code to activate it. Of course, you have to use the nuke authentication disk found on the captain's person or in his quarters.
 
==In Conclusion==
If you see something roaming the halls, run through this quick checklist.


==Duties as the reapers==
1. Is it a fellow Officer? If so, proceed to Step 4.  
*''' Establishing a general plan to go on whilst eliminating the station, usually supplied by a Central Command Official/Admiral.
 
*''' Prepping themselves, and assuming roles. Usually forming squads.
2. Is it Ian? If so, proceed to Step 4
*''' Arrival on the station, securing anything that they were told to, and killing any spectators nearby.
 
*''' Patrol around the station, areas being secured until confirmed clear.
3. Shoot it until it stops moving, and then some.
*''' Handling a threat appropriately, and carefully.
*''' Evacuation of the Death Squad after threat is handled/station is dead.
===ADDITIONALLY===
*''' If civilians are encountered in a room, a quick flashbang will take care of any hostiles followed up by stun-function on the rifles.
*''' If the death squad is told to nuke the station, they use the pinpointers supplied to find the nuclear auth disk, and then use the fission explosive located in the vault.
*''' If the death squad faces too many casualties on their side, they retreat to the shuttle and confirm their numbers before leaving.


==Nuke it from Space==
4. Carry on, soldier.
The death squad is sent mostly to blow the station sky-high to kingdom come. They do this using the on-station nuclear fission explosive, they are provided with instructions to using it, and also are given the code to activate it. Of course they use the nuke authentication disk found on the captains persona or in the captains quarters.
==In short==
If you see something, run this quickly through your mind:


1. Is it wearing Death Squad gear? If so, skip to step 4.


2. Is it Ian? If so, proceed to step 4.


3. Shoot the living daylight out of it. Then proceed to step 4.


4. Carry on patrolling.


{{Jobs}}[[Category:Jobs]]
{{Jobs}}[[Category:Jobs]]

Latest revision as of 01:00, 29 April 2019

CENTCOM STAFF

Death Squad Officer
Access: Everywhere
Additional Access: The pulse rifle does the talking
Difficulty: Depending on the situation at hand
Supervisors: Nanotrasen
Duties: Imposing Nanotrasen's will through force of arms
Guides: This is the guide
Quote: "Remember, no witnesses."


The death squad is a special admin event, one that is usually started when the station is completely and utterly fucked. This is usually because changelings, cultists or something more sinister have replaced the entire crew. They're sent into cause death as implied by the name. They're armed to the teeth, (supposedly) highly trained and are armed with the best weapons and equipment Nanotrasen can offer.

Equipment

The death squad is by far the most well prepared and well-armed force that you will ever see in your time on the station, the chances of winning against these Officers is almost nothing, pray quietly that they are incompetent enough to accidentally shoot themselves with their own weapons. You'd be hard pressed to find anything more robust than what these men carry around as standard issue.

Weaponry

They are armed with many different weapons of all shapes and sizes. They carry energy swords for melee, the ever-deadly pulse rifle for ranged combat and a mateba revolver as a backup. The pulse rifle is the primary, and the strongest weapon that they are equipped with. It has 3 different settings, stun, kill and destroy. A pulse rifle provides everything the officer needs. Stunshots to drop opponents non-lethally, high damage lasers when they don't want to make a mess and heavy pulse lances to disintegrate anything they touch. Their backup revolver, the mateba is not to be trifled with either. A large cylinder, high damage and quick fast firing speed make it a deadly weapon in it's own right. In melee, their energy swords cut through flesh like butter and can eliminate even the strongest of foes with just a few swipes.

In addition, they are armed with Energy Shields, both handheld varients and built directly into their armor. These shields deflect incoming laser-based projectiles and reduce the damage of physical ones. Many melee attacks will bounce right off.

They are also given a box of flashbangs for crowd control and room clearing. Getting caught in the blast of one of these will make you blind, deaf and you'll collapse onto the floor for almost a minute before getting up. The officer's armor completely negates the effects of them so don't think to use them against them.

However like all weaponry, their pulse rifle and mateba have limited ammunition/charges. If they run dry they'll have to find a way to recharge at a recharging station or scavenge new ammo for their revolver.

Support

They are issued a first-aid kit, a pair of optical thermal scanners and a C4 Explosive. Their first-aid kit contains a state of the art hypoinjector packed with healing nanites that can patch up even the worst of gunshot wounds in seconds. The optical thermal scanners provide both perfect night-vision and the ability to see people through walls, so don't think to hide from them in a locker or otherwise. Their C4 charges can blow a man-sized hole through almost anything, though their pulse rifles can melt down a wall or bolted airlock in a few shots.

In case they need to destroy the station and anyone on it, they are given pin-pointers that point to the nuclear authentication disk.

Death Squad operatives are also given access to their robust power armor, the best one in the game. It also doubles as EVA gear. However, the armor suffers from some minor slowdown equivalent to the Captain's space suit meaning an unencumbered crew member could outrun them given the chance.

Mecha

The Death Squad is sometimes granted usage of the military grade mechs, Seraphs and Marauders. These are only used in case of extreme danger and when augmenting the already powerful Officers, the Squad becomes nearly unstoppable. The mechs are very dangerous and are armed with high precision laser cannons, AC 10 scattershots, pulse cannons and a wealth of other equipment. Including fail-safe systems, automatic repair drones, internal oxygen tanks, and a self destruct mechanism.

Duties as Deathgivers

  • Establish a plan with your fellow Officers. Usually, some sort of objective will be delivered to you via a CentCom Admiral or similar.
  • Prepping yourselves, assume roles. There's plenty of extra equipment in the starting armory and if the emergency armory is opened, feel free to grab whatever extra goodies are there.
  • Travel to the station via your shuttle, it will land in Arrivals. Clear the area, then move out. Stick together, and remember. No witnesses.
  • Accomplish whatever objective you've set out to do, eliminate any crew members who cross your path. Many may try their hand at attacking you, show them the error of their ways.
  • When your objective is complete (usually nuking the station into high orbit) return to the shuttle and then to CentCom. Congratulate yourselves on a job well done.

ADDITIONALLY

  • If you need to clear a room, throw in a few flashbangs first, their stunning effect makes anyone caught in their radius easy targets. The stun functions on your rifles can drop someone in a single shot even with armor. Your pulse lance setting will melt anyone in just a few shots so use it to your advantage.
  • If you are ordered to destroy the station, use the pinpointers supplied to find the nuclear auth disk normally held by the Captain. Proceed then to the Vault which contains the Nuclear Explosive, insert the disk, set the time and hold the door until it's time to evac.
  • If you take too many casualties, do your best to return to CentCom and ask for Emergency Armory access or reinforcements.

Nuke it from Space

You are sent to blow the station sky-high to kingdom come. You can do this using the on-station nuclear fission explosive, you are provided with instructions to using it, and also are given the code to activate it. Of course, you have to use the nuke authentication disk found on the captain's person or in his quarters.

In Conclusion

If you see something roaming the halls, run through this quick checklist.

1. Is it a fellow Officer? If so, proceed to Step 4.

2. Is it Ian? If so, proceed to Step 4

3. Shoot it until it stops moving, and then some.

4. Carry on, soldier.



Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role