Jobs: Difference between revisions
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!(NO IMAGE)<br>[[Exploration Crew]] | !(NO IMAGE)<br>[[Exploration Crew]] | ||
|Your primary goal as an exploration crew is to put bodies of you and your team on somewhere nobody comes to during your exploration as being NT nukies or your shuttle is hihacjed by VIP whom your objective to rescue. To have a best performance for your job, having some experiences as a doctor, a shaft miner(or a security officer) and an engineer(or a scientist) is recommanded. | |'''(Currently under test)''' Your primary goal as an exploration crew is to put bodies of you and your team on somewhere nobody comes to during your exploration as being NT nukies or your shuttle is hihacjed by VIP whom your objective to rescue. To have a best performance for your job, having some experiences as a doctor, a shaft miner(or a security officer) and an engineer(or a scientist) is recommanded. | ||
!<span style="display: none;">a</span>Very Hard | !<span style="display: none;">a</span>Very Hard | ||
|} | |} |
Revision as of 16:13, 23 August 2021
In Beestation, your job is somewhat akin to your character class. It defines your starting equipment, your access on board the station, and what you're supposed to be doing. Remember, these job descriptions are for humor purposes only. Please follow common sense.
Useful Links
- Chain of Command
- Standard Operating Procedure
- Guides
- Rules
- Job selection and assignment
- Job specific guidelines
Command
Job | Role | Difficulty |
---|---|---|
Captain |
The Captain is an important role that often dictates the direction and outcome of the round. They are responsible for thwarting traitors, hiding the nuclear authentication disk, and coordinating with Centcomm and crew via the Communications Console. | Very Hard |
Head of Personnel |
The HoP assists the crew by provisioning access to other crewmembers when needed. He can change job roles, fire unruly crew, and guards an essential crewmember in his office. The HoP is relatively armed, and can often assist in thwarting traitors. | Hard |
Security
Job | Role | Difficulty |
---|---|---|
Head of Security |
The HoS is in charge of managing security and coordinating efforts to detain enemies of Nanostrasen. A tightly run security department can ensure no human harm occurs. However, this rarely goes as planned. Playing as the HoS requires a great level of familiarity with security operations but is highly rewarding. | Very Hard |
Warden |
The warden is head of the brig, where, from his office, he watches his fellow officers beat and flash criminal scum while he writes long fan-fictions about himself and the xenomorph queen. He also performs oversight on the armory, being a stickler about getting that darn disabler, which can be vital to the ship's function in stopping high-risk threats. Being a warden requires a watchful eye over prisoners so that Space Law is not violated and no lethal weaponry is left unsecured. | Hard |
Security Officer |
Revel in the fact that you're generally hated by the station and can do nothing about it. The security officer is responsible patrolling the station, responding to calls for help, capturing and detaining (the correct) criminal, alerting their department of any developments, performing random searches and abusing the clown. Don't forget trying to be the good guy, and failing. | Hard |
Detective |
Chain Smoke Cigs, Shoot baddies with the cowboy gun, loose the cowboy gun when clown slips you. The detective is in charge of investigating crime scenes for the perpetrator, but will most likely just not a few notes down, call it a closed case, and make it in time for happy hour. They are armed with a powerful sidearm and a fingerprinting device. A robust detective can track down criminals and stop their spree dead in its tracks. | Medium |
Brig Physician |
You are security's medic, you are in charge of making sure there is no sign that the clown has just been in critical state due to your friend the shitcurity officer. |
Medium |
Engineering
Job | Role | Difficulty |
---|---|---|
Chief Engineer |
The Chief Engineer comes equipped with state of the art tools and access to both engineering departments. Your job as the CE is to coordinate your team of Station Engineers and Atmospheric Techs, using your familiarity with engineering to oversee the successful operation of the station's power source, rebuild damage and hull breaches, repurpose areas of the station, and fix the Telecommunications. | Hard |
Station Engineer |
The arm of the Chief Engineer. Your job is to set up the engine and repair any damage to hull and equipment. Nothing is broken? Just give it a few minutes. A vital function of this job is providing machines for individual departments and upgrading their components if science is busy elsewhere. | Medium |
Atmospheric Technician |
Atmospheric Technicians control one of the most complex departments on the station. Left completely untouched, it will operate at minimum efficiency, but an effective atmospherics department requires a heap of knowledge regarding the function of gases aboard SS13. As an atmospherics tech, you are capable of setting air alarms and redirecting gas flow to prevent or stop harm to the crew. You are also incredibly more effective at dealing with fires. | Hard |
Science
Job | Role | Difficulty |
---|---|---|
Research Director |
Oversee the scientists and roboticists of your department, which is consistently in an arms race for research points and materials from the protolathe. Being the RD requires familiarity with all science departments. An effective RD can help contain malfunctioning silicons and gather tremendous research points through toxins. | Hard |
Scientist |
A swiss army knife of the science and research department. Your job as a scientist ranges from researching at the console, experimenting in xenobiology, crafting elaborate explosives in toxins, to dispensing nanites for the crew. A critical part of this job is performing upgrades to the various departments, improving their efficiency. | Medium |
Roboticist |
As a roboticist, your primary job is creating an army of cyborgs, automated bots, and hulking mechs in order to assist the station when the materials provide. You can convert crew to cyborgs, sometimes unwillingly, and spawn new brains when organic ones are absent. Having some surgery expertise makes an effective roboticist. | Easy |
(NO IMAGE) Exploration Crew |
(Currently under test) Your primary goal as an exploration crew is to put bodies of you and your team on somewhere nobody comes to during your exploration as being NT nukies or your shuttle is hihacjed by VIP whom your objective to rescue. To have a best performance for your job, having some experiences as a doctor, a shaft miner(or a security officer) and an engineer(or a scientist) is recommanded. | Very Hard |
Medical
Job | Role | Difficulty |
---|---|---|
Chief Medical Officer |
The primary function of the CMO is overseeing a staff of medical crew to intake patients, dispense chemicals, cure epidemics, perform surgeries and DNA mutations, and clone or properly dispense of the dead. It is helpful to understand the other departments in order to prevent chemistry from exploding or virology from releasing harmful viruses. | Medium |
Medical Doctor |
A relatively relaxed position when it's not covered in bodies and Medbay isn't on fire, a medical doctor assists the crew by placing people inside machines that heal damage, clone the ones that took too much damage, defibrillate the recently passed, and ensure the proper disposal of bodies. It is helpful to understand surgery in this role to assist the near-unrecoverable. A robust doctor makes effective use of examining patients before treating or cloning them to drastically reduce work load. | Easy |
Paramedic |
A relatively relaxed position when it's not covered in bodies and Medbay isn't on fire, a Paramedic goes to departments to assists the crew by placing people inside a rollerbed and taking them to medbay to be healed. machines that heal damage, clone the ones that took too much damage, defibrillate the recently passed, and ensure the proper disposal of bodies. It is helpful to understand surgery in this role to assist the near-unrecoverable. A robust doctor makes effective use of examining patients before treating or cloning them to drastically reduce work load. | Easy |
Chemist |
The chemists play an important role in the medical department by operating dispensers to mix ingredients from recipes that will assist, or destroy the station. Playing this department can be relaxed at times until epidemics break out and the crew start breaking in. A robust chemist records recipes for easy reuse, keeps medical staff supplied with useful drugs, and has virus cures loaded in the smartfridge. | Easy |
Geneticist |
Geneticists operate a lab where they experiment on monkeys and collect DNA sequences from crew in order to rush beneficial mutations as quickly as possible. Though they are technically intended to operate the cloning machine near their station, they are often preoccupied. A robust geneticist produces and distributes beneficial mutations to the crew via injectors. | Medium |
Virologist |
Virologists work from a secluded lab, operating a PanD.E.M.I.C_2200 in order to mutate virus straits towards beneficial traits. Playing virologist requires a bit of luck and patience, and administering viruses can prove even more difficult. Making simple mistakes as a virologist can lead to your lynching. A robust virologist coordinates with the CMO, AI, and chemists in order to release viruses to distrusting crew. | Medium |
Civilian
Supply
Job | Role | Difficulty |
---|---|---|
Quartermaster |
Oversee the operations of cargo, ordering equipment with credits, and ensure techs do their jobs. The quartermaster ensures that the station remains equipped with requested gear that may be helpful to stop threats. Though not an official head of staff, the QM is still a high value target for traitors. | Medium |
Cargo Technician |
Lackeys of Cargonia, your job as a Cargo Tech is pushing crates and ensuring the smooth operation as dictated by the QM. You will interface with customers at the supply request console, pick up and ship orders, and defend cargo from invasion. | Easy |
Shaft Miner |
Mine rocks, try to mine monsters. Miners provide materials to the station, in doing so they are outfitted with state of the art gear to explore Lavaland. Being a miner requires adept use of gear, understanding of atmospherics and combat, and is generally a role reserved for experts. Being a robust miner means collecting gear fast without completely ignoring the crew's need for materials, and is highly rewarding in doing both. | Hard |
Service
Job | Role | Difficulty |
---|---|---|
Janitor |
Janitors perform the deceptively difficult job of cleaning the station, which is quickly filled with trash, then bullet casings, then blood. A robust janitor makes effective use of holographic walk signs and cleaning grenades to keep the station looking as clean as possible. | Easy |
Bartender |
Bartenders function as the station's entertainment in the kitchen. Sometimes the crew abandon their work to come and get absolutely wrecked at the bar. Your job as a Bartender is to fulfill that requirement by mixing lengthy recipes into borderline-illegal concoctions. | Easy |
Cook |
The organic crew on Space Station 13 need food to keep their spirits up. Being a chef means cooking up meals and operating equipment that can range from very simple to overly complex, and more-than-once you will be offered to serve questionable items to the crew, like human and brain burgers. Yum! | Easy |
Botanist |
Botanists operate a department traditionally filled full of wheat and weed. Being a botanist means preparing ingredients for the chef at the minimum, but the robust botanist is able to create a very diverse list of plants that perform nearly any operation, including cloning dead crewmen into plants and plant based explosive devices. The robust botanist is able to secure equipment necessary to greatly improve their work speed, keeping the kitchen and medical stocked while performing their own experiments. | Medium |
Miscellaneous
Job | Role | Difficulty |
---|---|---|
Assistant |
Your job as an assistant is to assist. Or, at least, that's what CentCom asks of every greytider. With minimal access to all departments, this job is reserved for beginners and veterans seeking a challenge. The robust assistant performs a variety of roles while officially being none. | None |
Clown |
Honk! The clown is a challenging role which usually finds you at the end of a boot or baton. The clown has officially no purpose on the station other than to entertain and/or harass the crew, playing simple and sometimes complex pranks while attempting to remain uncaptured once security has enough of your shenanigans. Playing a clown almost guarantees you will be griefed or ejected from every department. | HONK! |
Mime |
waves | ... |
Chaplain |
The chaplain performs rites and rituals from within his own Chapel located on every station. A large amount of roleplay is to be taken into consideration while playing the chaplain, which consists of trying to convert crew members to whatever religion you're professing, all the while helping the station purge any other religion you may come across. The robust chaplain becomes an unstoppable force armed with a powerful melee weapon. | Easy |
Curator |
The curator oversees the library from within the station. With a unique set of tools and weaponry, the Curator performs a traditionally roleplay-heavy job which sometimes includes research in order to stop infernals, should the need arise. | Easy |
Lawyer |
The lawyer keeps a watchful eye over the rights of prisoners, ensuring prisoner's rights are not violated, keeping the innocent and guilty out of jail. Being a lawyer requires patience and roleplay as you will be doing a considerable amount of in-character conversations, including but not limited to court proceedings. | Easy |
Gimmick |
Gimmick roles offer a random maintenance job that is heavily reliant on RP. These roles are not offered great gear nor particular access, but instead have unique toolkits to perform magic, haircuts, and the like for the crew. Picking gimmick roles means you're willing to have fun and entertain the crew. | Easy |
Non-human
Job | Role | Difficulty |
---|---|---|
AI |
The AI is the omnipresent experimental on-board intelligence installed by NanoStrasen. The AI is a very complex role that requires some familiarity on par with captaincy and adherence to roleplay that follows your lawset. With no hands to perform physical operations, your job is to oversee the entire station should your cameras permit, allowing access to crew members and altering the operation of machines on the station. You are quickly targeted should you prove ineffective, quickly blamed for mistakes out of your grasp, and quickly destroyed as a high-value target to saboteurs. | Very Hard |
Cyborg |
Cyborgs on the station fulfill a variety of roles, come equipped with a multitude of modules to pick the correct tool, but lack any form of hands to carry objects. Playing cyborg means all access to the entire station, however you are often bound by lawsets or orders from crew that you must act upon. While slaved to an AI, you are subservient to it and humans alike, making you a go-to for airlock access and tools for everyone nearby. Not following your laws, ignoring orders, or rousing distrust in any way is a quick ticket to being remotely detonated by console, and destruction of "rogue borgs" is generally less frowned upon than murdering assistants. | Hard |
Drone |
Currently the only way to play as a drone is to take the role of a derelict drone at the derelict station. As a drone you become essentially a tiny little engineer. Your main purpose is to maintain and improve the station. | Easy |
Personal AI |
PAI is a ghost role that you must submit your personality to, and a crew member must accept your submission via a PAI device. Once accepted, the PAI fulfills several jobs, which can include keeping crew members company, to playing music, to hacking airlocks. | Easy |
Construct |
An ethereal being at the behest of the chaplain. Your job as a construct is similar to a PAI, entertaining your master or the crew. However, you are susceptible to death by cultists and nonhuman simplemobs. | Easy to Medium |
Ghost |
Playing ghost occupies the space of the observer after your character has died. You are able to follow suspected antagonists, teleport across station, and watch the station destruct in real time. Ghosts have access to deadchat to communicate and/or vent with other ghosts while eavesdropping on every other living channel in the round. However, consider that any knowledge gained while dead is considered meta knowledge of the round; should you be revived or take on another role, you are expected to completely forget. | Ghastly! |
Antagonists
Main Antagonists
Main Antagonists are typically the primary antagonist of a single round, and form the backbone of how a round progresses.
Job | Role | Difficulty |
---|---|---|
Traitor |
Traitors come in two varieties: Traditional Syndicate agents and Internal Affairs agents. As a traitor, you are equipped with an uplink to requisition equipment with a limited budget to accomplish your objectives. Playing as a traitor allows for a variety of playstyles in order to achieve your mission, from murder, to espionage, to hijacking the evacuation shuttle. | Medium |
Malfunctioning AI |
Malfunctioning AIs serve themselves and themselves only. When malfunctioning, the AI is able to hack power controls in order to upgrade its abilities, while attempting to stay undetected until it is unstoppable. Your objective as a malfunctioning AI can range from simple and stealthy assassination to outright extinction of all organic crew on the station. | Very Hard |
Changeling |
Changelings are humanlike aliens that evolve and adapt powerful new tools necessary to accomplish objectives on the station. Changelings use undetectable communication in order to communicate and coordinate goals that sometimes include murder and impersonation of staff, though it is not unlikely for them to turn on each other. A robust changeling is a nearly unstoppable force until its body is utterly annihilated by crew. | Medium |
Nuclear Operative |
Nuclear Operatives begin with a team in full gear, preparing to infiltrate the station by stealth or by force to acquire the nuclear authentication disk, prime an explosive on the station, then escape by their own ship before injured. Nuke Ops can be an especially difficult role as coordination is difficult and the crew can be alerted to your presence as soon as, or before, you arrive. | Very Hard |
Blood Cultist |
Cultists seek to convert unwilling participants on the station in order to reach a critical mass required to summon their god, Nar'Sie. They are capable of creating hidden bases on the station which they use to create magic incantations to cast upon crew, then dragging them onto runes for conversion. Playing cultist can be a challenging role as your bases are easily destructed by vigiliant and skillful crew, and not all conversions are cooperative. | Medium |
Revolutionary |
As a revolutionary your job is to convert crew members to your cause as soon as possible, mounting an all out assault on the heads of staff in order to stop their oppression. Playing revolution can sometimes be extremely fast should the heads of staff not learn of your efforts and get dispatched quickly, conversely it can be very lengthy as staff fear their lynching once aware of your efforts. | Easy to Hard |
Wizard |
FORTI GY AMA!! EI NATH!! A wizard plays a very difficult role as a lone saboteur aboard the station, traditionally attempting to abuse magic to annihilate unworthy crew, or being annihilated himself once making any futile attempt at peace. | Very Hard |
Clockwork Cultist |
Serve the Clockwork Justiciar by abducting lone crew from the safety of your extradimensional plane. Your goal as a Clockwork Cultist is to build a defense using walls, turrets, and coverts to your cause in order to stave off their assault once you begin to summon your god onto their station. The difficulty of being a Clockwork Cultists depends heavily on your ability to prevent the crew aboard SS13 from arming themselves in preparation for assault. | Hard |
Side Antagonists
Side antagonists are secondary antagonists that are either subservient to other, main, antagonists, or have a small chance to appear during any round type. Side antagonists tend to be slightly less powerful than their main counterparts.
Job | Role | Difficulty |
---|---|---|
Blob |
Beware of The Blob, it creeps and leaps and glides and slides, across the floor, right through the door. Except you don't do any of this. Make the crew scream internally when you appear at the tail end of a mass station bombing. Slowly consume the station, until you either eat everything or get killed by the current round's antagonist. | Hard |
Abductor |
Kidnap people and experiment on them. Disregard that objective and kidnap Ian/Kill the AI. Accidentally kidnap yourself. Steal the armory after losing your tools. Hope your fellow Scientist/Agent is not incompetent and lets the crew kidnap you. | Hard |
Holoparasite |
Do what your summoner tells you to do. Set your battlecry to something so awful it makes your foes cry in battle. Annoy your summoner by constantly making JoJokes in their head. Be a punchghost. | ORA ORA ORA |
Xenomorph |
Ensure the crew gets a face full of alien wing-wang. Break procs. Squander your chance to be a big, purple killing machine and your race's survival in favor of acting out the Curator's favorite porno. | Hard |
Spiders |
Catch flies in your web and suck his juices out just like your dad, a changeling. Get your xenobiologist banned because he let you lay eggs. Consume, Adapt, and respawn over and over in a new shell. | Easy to Medium |
Swarmers |
Consume. Replicate. Repeat. Eat Telecomms. Teleport |
Medium |
Revenant |
Shock lights, transmit WGW right into the Curator until he goes mad. Trade for them until |
Easy |
Morph |
Eat pens for amusement, disguise yourself as beepsky. Disguise yourself as the Captain, confront the Captain while disguised as him, get shot. | Hard |
Nightmare |
Jaunt. Murder people and crush the flare exploit! Jaunt. Make the lights your bitch! Jaunt. Jaunt into light! Jaunt. Jaunt into stunbaton! Complain in deadchat, cry because you are esentially a worse shadowling. | Hard |
Space Ninja |
Follow your orders, which may or may not involve you killing everything that moves. Kill everyone regardless. | Hard |
Slaughter Demon |
Hunt down and kill the wizard who summoned you. Eat bodies out of the Morgue for health. Drag bleeding bodies through the hall. Make the janitor happy by making him become the most important job for a while. Be unable to bloodcrawl due to all the blood being cleaned up. Eat the janitor. RIP AND TEAR! | Medium |
Pirate |
Try to raid the station. Fail miserably because the entire crew is out for your blood so they can re-roll for antag. | Hard |
Sentient Disease |
Try to infect people. Get the virologist lynched. Get the CMO lynched. Get the rest of medbay lynched. Make everyone grow beards. | Hard |
Creep |
Try to act creepy and shifty. Fail because everyone's a miserable bastard in this shithole. Toe Rule 8 to a suspicious extent. | Medium |
Fugitives |
Lead the Hunters on a chase around the station. Total the clown into the Supermatter while doing so. | Medium |
Hunters |
Wave your weapons wildly around. Shoot the Fugitives for resisting. Get arrested by Security. | Hard |
Removed and Deprecated Antagonists
These antagonists have, for one reason or another, been removed from the game. These antagonists might return one day if they ever get remade or reworked. Although, this is highly unlikely...
Job | Removal Reason | Role | Difficulty |
---|---|---|---|
Ragin Mages |
Spawning up to three or four Wizards simply proved to be too much for the station. One Wizard is destructive enough. This however remains in game as a admin only event, for |
Spend ten minutes hunting down one Wizard, kill him thinking you've won! Stare in horror as three more Wizards appear. Watch in amusement as they proceed to kill each other. | Medium |
Hand of God |
Oh, poor HoG! Shoved out the door buggy, unbalanced, and extremely hard to learn as it combines three gamemodes (hello, gang) into one. Nobody wanted to fix HoG after it's release because of old derelict code that would break even more when poked. While some say it's fun while it's not broken, has that ever been the status quo? | Turn someone into !popehat! while they're talking to security. Instakill people with god powers! Build across the station converting people with your !popehat! gang, and get killed instantly by a rod smashing into your nexus. Break the game, over and over and over and get removed. | Hard |
Hades, Pope of Sin |
Poor guy was implemented into the game as summonable through an item accessible only to wizards. Almost never encountered, when the Dark Seed went away, away went the Pope of Sin with it. | Be a general annoyance to the crew. Be a very annoying (need I say it again with time freezing to a halt every minute or so) non-sentient antagonist. Play Russian roulette with the crew manifest. | AI Controlled |
Shadowling |
Shadowling suffered from issues of it being yet another crew conversion game mode, and was generally unfun to fight against and had a anti-climatic ending. This mode has recently been reworked into the Nightmare side antagonist. | Be the hip and more popular brother to the Changeling. Turn the station into thralls. Cry when a cyborg turns on its headlamp. Shadow Walk into space and die ten minutes into the round. | Hard |
Cortical Borer |
The Cortical Borer suffered from the same problems as the Monkey Mode, being very buggy and one sided at times. Fun for both sides was questionable. No current plans to reimplememt. | Crawl in the corroded brain of the clown. Inject meth. Assume direct control. Induce crippling drugs in the clown. Inject meth. Cry when the host eats sugar. Inject meth. Overdose! | Very Hard |
Hivemind Host |
Stand around in places and add unwitting humans to your hivemind. Hijack the minds of crewmembers and have them do the dirty work for you. Have a random vessel get implanted and security wailing down on you 30 minutes into the shift. | Be a conversion stealth antag. Use One Mind and become unstunnable with magic abilities that are only ever fun for yourself. | Hard |
Chrono Legionnaire |
Originally suppose to replace the space ninja, however people didn't like the idea of someone being able to teleport everywhere and having a insta-stunlock rifle that deleted people after some time. | Erase the Clown from time. Accidently erase your objective from time. Erase Adolf Hitler for the 50th time this week. Without a trace, Cry because literally everybody forgot about you and never spawns you. | Never Existed |
Syndicate Mutineer |
Overthrow ended up being a damn confusing gamemode. Examples include how unclear it was if the other agent teams were working with or against you, or how the points system worked, not to mention the poor wording of the Overthrown AI lawset. Numerous bugs surfaced that didn't all get fixed, and the gamemode ended up being recognized as one of the least-liked gamemodes after a vote was taken. | Arrive on the station as a Traitor with less gear but the ability to awaken the Syndicate sleeper agent in everybody. Cooperate with other teams to stage the perfect coup (or don't and just fight each other, fuck those guys). Roll up with your posse on a quest to become the most powerful |
Hard |
Gangster |
Buggy gamemode that very usually ended up with one gang snowballing out of control, spamming guns and turning the round into TDM. | As a gangster, you are tasked with gaining control over the station, represented as influence, while in a hostile arms race against security and other rival gangs. You will tag areas aboard the ship and convert new gangsters in order to achieve dominance, slowly working towards total control. | Easy to Hard |
Devil |
Highly buggy, roleplay-dependent gamemode that devolved into the crew buying every single power and acting like shitters. | Engage in civil discussions to buy souls. Devils aboard the station race against each other in order to secure the souls of crew members, offering powers and whatever their hearts desire in order to sign away eternal condemnation. Once a devil has risen to significant power, they abandon their withering human form into a new beast and enact their will upon the station. | Medium |
Monkey |
Monkey infestation brought onto the crew as a bloodborne disease. Your job as the infected is to skitter through vents to prey on targets to convert into monkeys. This role can be exceptionally challenging as monkeys become a very obvious threat once they show any form of sentience or hostility. Your survival greatly depends on your ability to choose targets effectively and escape in time after infecting victims. | Very Hard |
Special
Job | Role | Difficulty |
---|---|---|
Lavaland/Space Role |
Die to ash storms. Die to an asteroid. Die to lava. Die when a Security strike team teleports into your base. Die to a Miner. Die in general. | Hard |
CentCom Official |
Be self-important, meddle with station affairs, annoy the Captain with bureaucracy. Get killed almost immediately by a random mob. Have you body looted by everyone, including the captain. | Medium |
Ian |
Ass-inspect, eat donuts, get killed, be dragged off to a washing machine and get gibbed. Cause a riot. | Impossible |
Highlander |
THERE CAN ONLY BE ONE | Medium |
Emergency Response Officer |
Arrive too late on the station to actually help. Lose the rest of your team, get outnumbered and die. Respawn as a second response team to save the first team. | Very Hard |
Death Squad Officer |
Beg for DS, spawn in at CentCom, kill an admin who was trying to tell you your mission, get gibbed, beg for another chance. Set your rifle to DESTROY and terminate all lifeforms (including walls). Slip on a banana peel and a̶n̶d̶ ̶g̶e̶t̶ ̶b̶l̶a̶s̶t̶e̶d̶ ̶i̶n̶t̶o̶ ̶o̶b̶l̶i̶v̶i̶o̶n̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶o̶w̶n̶ ̶r̶i̶f̶l̶e̶ laugh as your boots prevent you from slipping and the Clown can't fire your DNA-locked rifle. Shoot the Clown with your Mateba Revolver. | Hard |