Difference between revisions of "Death Squad"

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{{NonIC}}
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = black
|colour = 464489
|headerfontcolor = red
|hcolour = white
|stafftype = ELITE
|stafftype = SPECIAL
|imagebgcolor = gray
|img = Mod Deathsquad.png
|img_generic = deathsquadofficer.png
|img =
|jobtitle = Death Commando
|jobtitle = Death Commando
|access = Everywhere
|access = Everywhere
|difficulty = Hard
|difficulty = Hard
|superior = Central Command
|superior = [[Nanotrasen Central Command|Nanotrasen Central Command]] - Special Operations Division
|duties = Exterminate [[Xenomorph|the]] [[Revolution|threat]], as well as [[Captain|anyone]] [[NanoTrasen Representative|else]] on the station.
|duties = Exterminate the [[Roles#Antagonists|threats]], [[Nanotrasen Representative|certain]] [[Captain|individuals]] or the entire crew.
|guides = No external guides.
|guides = [[Guide to Combat]]
}}
}}<div style="float: right;">{{JobSpecial}}</div>


=Welcome to The Team=
'''Deathsquads''' are the penultimate agents of Nanotrasen, specifically kitted and trained for missions most would consider downright suicidal. Kept on ice for when an [[Emergency Response Team]] isn't up to the task, the Deathsquad consists of elite paramilitary operators employed by Nanotrasen for one reason and one reason alone: '''to blow it all to hell.'''
The '''Deathsquad''' (Or '''Death Squad''') is a squad of commandos under the employ of Central Command's Special Ops division. Unlike the [[Emergency Response Team]] they operate off the record and, aside from vague rumors, their existence is a well-kept secret known only to Nanotrasen's Central Command. You will spawn in a room to the far right of the Special Ops division with all the required gear pre-spawned on your person. Take a moment to familiarize yourself with your weapons and equipment before heading out.
 
==Welcome to The Team==
The '''Deathsquad''' (Or '''Death Squad''' or singular: '''Death Commando''' or '''Deathsquad Officer''') is a squad of commandos under the employ of NT Central Command's Special Ops division. Unlike the [[Emergency Response Team]] they operate off the record and, aside from vague rumors, their existence is a well-kept secret known only to Nanotrasen's Central Command. In a random selection of [[Ghost]]s in the current round, you will spawn in a room to the far right of the Special Ops division with all the required gear pre-spawned on your character. Take a moment to familiarize yourself with your weapons and equipment before heading out.


===Equipment===
===Equipment===
As a officer of the Deathsquad, Nanotrasen supplied you with highly dangerous weapons and military-grade equipment that can aide you during your operation. These are your vital tools to get the job done.


{{Item
==Weapons==
| bgcolor1 = #D3D3D3
{| class="wikitable sortable mw-collapsible" width="80%" style="background-color: white;text-align: center;"
| bgcolor2 = gray
|- style="font-weight: bold; text-align: center; background-color: black; color: white;"
| name = Pulse Rifle
| style="width: 150pt; center;" | Item
| image = Pulse_rifle.gif
| style="width: 150pt; center;" | Damage Type
| usedfor = Leaving large holes in things.
| style="width: 150pt; center;" | Damage
| strategy = Engage in the ultimate point 'n click adventure.
| style="width: center;" | Purpose
| description = A Heavy-duty energy rifle carried by front-line combat soldiers. This comes with three settings: Stun, Kill, and DESTROY. The DESTROY setting will deal additional damage as well as melt walls and various other objects.
|-
}}
! Pulse Rifle<br>[[File:Pulse_rifle.gif]] {{Anchor|Pulse Rifle}}
| Stamina/Burn
{{Item
| 36 Stamina/20 Burn (Kill)/50 Burn (DESTROY)
| bgcolor1 = #D3D3D3
| A Heavy-duty energy rifle carried by front-line combat soldiers. This comes with three settings: Disable, Kill, and DESTROY. The DESTROY setting will deal additional damage as well as melt walls and various other objects.
| bgcolor2 = gray
|-
| name = Autorevolver
! Unica-6 Autorevolver<br>[[File:Mateba.png]]
| image = Mateba.gif
| Brute
| usedfor = A more traditional approach to leaving holes in things.
| 60 Brute
| strategy = Useful as a backup incase [[Civilian|someone]] manages to get ahold of your primary somehow.
| A military-grade sidearm for some CentCom officers as well as the New Russia Military, this fits on the belt. Holds seven rounds when fully loaded and comes with one set of spare ammo.
| description = A Mateba Autorevolver that fits on the belt. Holds seven rounds when fully loaded and comes with one set of spare ammo.
|-
}}
! Energy Sword<br>[[File:Sword.gif]] {{Anchor|Energy Sword}}
 
| Brute
{{Item
| 30 Brute
| bgcolor1 = #D3D3D3
| A special Energy Sword given to Deathsquad operatives. The sword needs to be turned on before it can be used. It also has a chance of deflecting projectiles.
| bgcolor2 = gray
|}
| name = Energy Sword
| image = Sword.gif
| foundin = Members of the Deathsquad, be aware that Nuclear Agents (Or rarely, Traitors) may also have this sword too.
| usedfor = An up-close and personal method of leaving holes in things, or simply being a Jedi Master.
| strategy = In a close-quarters environment a rifle may not be practical. That is where this comes in. When on it has a chance to deflect projectiles.  Needs to be turned on before use, can fit in a pocket if shut off.
| description = This is a melee weapon that can do a lot of brute damage. It has two states, on and off. When it's off, you can fit it into your pocket, but it only does about 3 brute damage. When on it does 30 brute damage. Click on it to switch between the two states.
}}
 
{{Item
| bgcolor1 = #D3D3D3
| bgcolor2 = gray
| name = Energy Shield
| image = Eshield.gif
| foundin = Members of the Deathsquad, be aware that Nuclear Agents may also have this shield too.
| usedfor = Blocking and defending attacks.
| strategy = The energy shield greatly increases one's ability to survive. The shield can be active in one hand while firing a weapon with the other. In addition this shield can reflect energy projectiles.
| description = A personal shield projector that can be toggled on and off. In the on state it will prevent you from being disarmed, as well as having a chance to stop any bullet and melee shoves and reflecting any energy projectiles back at the shooter. However, it does not protect from melee weapons so be wary of people with stunbatons, lest they seize your gun and kill you.
}}
 
{{Item
| bgcolor1 = #D3D3D3
| bgcolor2 = gray
| name = Plastic Explosives
| image = C4.gif
| usedfor = Creating holes explosively.
| strategy = Anything your pulse rifle's destroy setting won't get through this will.
| description = This pack of explosives can detonate and destroy anything it is set on, after any chosen amount of seconds. It takes 10 seconds to set this, and requires you to be un-interrupted. You can click it to set the timer.
}}


{{Item
===Utility===
| bgcolor1 = #D3D3D3
{| class="wikitable sortable mw-collapsible" width="80%" style="background-color: white;text-align: center;"
| bgcolor2 = gray
|- style="font-weight: bold; text-align: center; background-color: black; color: white;"
| name = Combat Stimulant Injector
| style="width: 150pt; center;" | Item
| image = Combathypo.gif
| style="width: 200pt; center;" | Purpose
| usedfor = Healing any holes made in you.
| style="center;"              | Description
| strategy = Apply the hypospray generously when you get injured to heal.
|-
| description = This hypospray is full of 100 units of expensive healing nanites, they'll repair nearly any injury except for broken bones and severed limbs.
! Plastic Explosives<br>[[File:C4.gif]]
}}
| Breaching from one wall to the other.
| This pack of explosives can detonate and destroy anything it is set on, after any chosen amount of seconds (10 seconds minimum). It takes 10 seconds to set this, and requires you to be un-interrupted. You can click it to set the timer.
|-
! Combat Stimulant Injector<br>[[File:Combathypo.gif]]
| Fast healing of wounds before, during or after the firefight.
| This hypospray is full of 100 units of expensive healing nanites, they'll repair nearly any injury except for broken bones and severed limbs. Apply the hypospray generously when you get injured to heal.
|-
! Advanced Magboots<br>[[File:Advancedmags.gif]]
| Easy travel and mobility during Zero-G combat.
| A pair of advanced magboots that do not slow you down when active.
|-
|}


{{Item
===Exosuits===
| bgcolor1 = #D3D3D3
{| class="wikitable sortable mw-collapsible" width="80%" style="background-color: white;text-align: center;"
| bgcolor2 = gray
|- style="font-weight: bold; text-align: center; background-color: black; color: white;"
| name = Advanced Magboots
| style="width: 150pt; center;" | Item
| image = Advancedmags.gif
| style="width: 200pt; center;" | Purpose
| usedfor = Holding yourself still while you make holes in things.
| style="center;"              | Description
| strategy = Keep these on at all times -- They don't slow you down at all!
|-
| description = A pair of advanced magboots that do not slow you down when active.
! Marauder Exosuit<br>[[File:Mecha_marauder.png|64px]]
}}
| A military mech capable of dealing heavy damage when regular pulse rifles are not enough.
| An exosuit only used for Emergency Response Teams and Deathsquad units, it is based on the Durand model and has several assorted weapons that have the capacity to deal massive destruction in a short amount of time. As well as it can receive much more punishment than the Durand exosuit.
|-
! Seraph Exosuit<br>[[File:Seraph.png|64px]]
| A command-grade mech capable of dealing heavy damage when regular pulse rifles are not enough. This goes together with Marauder Exosuits.
| A command exosuit only authorized by high-ranking officers.
|-
|}


{{Item
===Armour===
| bgcolor1 = #D3D3D3
'''NOTE''':
| bgcolor2 = gray
* The stats can be plugged into this  [https://www.desmos.com/calculator/nleu3rbzq5/ formula]  to get the percentage of damage blocked. For instance, a score of 200 on melee means 80% of damage blocked for melee.
| name = Marauder Exosuit
* The projectiles from the Proto-kinetic accelerator are affected by bomb armour.
| image = Mecha_marauder.png
{| class="wikitable sortable mw-collapsible" width="80%" style="background-color: white;text-align: center;"
| usedfor = The ultimate apparatus for making holes in things.
|- style="font-weight: bold; text-align: center; background-color: black; color: white;"
| strategy = Keep the energy relay enabled, launch missiles at anything the pulse cannon can't take care of.
| style="width: 150pt; center;" | Item  
| description = A highly armored exosuit with an energy relay and assorted weapons of mass destruction.
| style="width: 50pt;" | Coverage
}}
| style="width: 30pt;" | Brute
| style="width: 30pt;" | Bullet
| style="width: 30pt;" | Laser
| style="width: 30pt;" | Stamina
| style="width: 30pt;" | Bomb
| style="width: 30pt;" | Fire
| style="width: 30pt;" | Rad
|                      | Description
|-
! Apocryphal MODsuit <br> [[File:Mod Deathsquad.png]] {{Anchor|Apocryphal MODsuit}}
| Body + Limbs
| 200 || 200 || 50 || 50 || IMMUNE || IMMUNE || IMMUNE
| A heavily armed, blood-red and black [[MODsuits|MODsuit]] issued only for Deathsquad personnel.
|-
! Energy Shield <br> [[File:Eshield.png]]
| Energy Block (100%)
| N/A || N/A|| N/A|| N/A|| N/A|| N/A|| N/A
| A compact and easily transported personal shield projector capable of deflecting energy projectiles.
|-
|}


=Your Mission=
==Your Mission==
Your mission will be supplied to you either as you spawn or by a Central Command officer briefly after you spawn. The nuclear code will be in the handbook on the table to your left just as you leave your spawn room, as well as stored in your notes.
Your mission will be supplied to you either as you spawn or by a [[Nanotrasen Navy Officer#Example CentCom Jobs|Special Operations Officer]] briefly after you spawn. The nuclear code will be in the handbook on the table to your left just as you leave your spawn room, as well as stored in your notes.


The Special Operations shuttle is at the southmost point in the Special Ops area. Once everyone is aboard use the console on the shuttle to start the launch. At this time anyone in an exosuit can move to the launch pads in the exosuit armory -- When the shuttle launches you'll be launched by the mass drivers and rapidly deployed to the station. Meanwhile everyone on the shuttle will arrive in the lower half of arrivals and the mission will commence.
The Special Operations shuttle is west of the hallway just above the Special Ops area. Once everyone is aboard, use the console on the shuttle to start the launch. Right of the Special Operations room, there is the Exosuit Armory, containing the heavily armoured Marauder and Seraph combat mechs. However, they're only needed when the threat is too dangerous enough for your fellow officers to go on foot.


At this point all you need do is follow your orders and stick to your training, and remember: No witnesses.
At this point all you need do is follow your orders and stick to your training, and remember: '''No witnesses.'''


{{JobsTable}}
{{JobsTable}}


[[Category: Jobs]]
[[Category:Jobs]]

Latest revision as of 09:43, 7 May 2024

This article is about a topic that is not In-Character(IC) knowledge
Paradise is a Medium Role Play(MRP) Server: IC knowledge for the most part is not restricted(see Rule 2) However, a few select game mechanics are supposed to be secretive and conversation about said mechanics should be avoided(or be very speculative) until your character becomes aware of them.
SPECIAL

Mod Deathsquad.png
Death Commando

Superiors: Nanotrasen Central Command - Special Operations Division
Difficulty: Hard
Guides: Guide to Combat
Access: Everywhere
Duties: Exterminate the threats, certain individuals or the entire crew.

Special
SpecialHeader.png

Departmental Head
N/A

Special Roles
Special Guides

Deathsquads are the penultimate agents of Nanotrasen, specifically kitted and trained for missions most would consider downright suicidal. Kept on ice for when an Emergency Response Team isn't up to the task, the Deathsquad consists of elite paramilitary operators employed by Nanotrasen for one reason and one reason alone: to blow it all to hell.

Welcome to The Team

The Deathsquad (Or Death Squad or singular: Death Commando or Deathsquad Officer) is a squad of commandos under the employ of NT Central Command's Special Ops division. Unlike the Emergency Response Team they operate off the record and, aside from vague rumors, their existence is a well-kept secret known only to Nanotrasen's Central Command. In a random selection of Ghosts in the current round, you will spawn in a room to the far right of the Special Ops division with all the required gear pre-spawned on your character. Take a moment to familiarize yourself with your weapons and equipment before heading out.

Equipment

As a officer of the Deathsquad, Nanotrasen supplied you with highly dangerous weapons and military-grade equipment that can aide you during your operation. These are your vital tools to get the job done.

Weapons

Item Damage Type Damage Purpose
Pulse Rifle
Pulse rifle.gif
Stamina/Burn 36 Stamina/20 Burn (Kill)/50 Burn (DESTROY) A Heavy-duty energy rifle carried by front-line combat soldiers. This comes with three settings: Disable, Kill, and DESTROY. The DESTROY setting will deal additional damage as well as melt walls and various other objects.
Unica-6 Autorevolver
Mateba.png
Brute 60 Brute A military-grade sidearm for some CentCom officers as well as the New Russia Military, this fits on the belt. Holds seven rounds when fully loaded and comes with one set of spare ammo.
Energy Sword
Sword.gif
Brute 30 Brute A special Energy Sword given to Deathsquad operatives. The sword needs to be turned on before it can be used. It also has a chance of deflecting projectiles.

Utility

Item Purpose Description
Plastic Explosives
C4.gif
Breaching from one wall to the other. This pack of explosives can detonate and destroy anything it is set on, after any chosen amount of seconds (10 seconds minimum). It takes 10 seconds to set this, and requires you to be un-interrupted. You can click it to set the timer.
Combat Stimulant Injector
Combathypo.gif
Fast healing of wounds before, during or after the firefight. This hypospray is full of 100 units of expensive healing nanites, they'll repair nearly any injury except for broken bones and severed limbs. Apply the hypospray generously when you get injured to heal.
Advanced Magboots
Advancedmags.gif
Easy travel and mobility during Zero-G combat. A pair of advanced magboots that do not slow you down when active.

Exosuits

Item Purpose Description
Marauder Exosuit
Mecha marauder.png
A military mech capable of dealing heavy damage when regular pulse rifles are not enough. An exosuit only used for Emergency Response Teams and Deathsquad units, it is based on the Durand model and has several assorted weapons that have the capacity to deal massive destruction in a short amount of time. As well as it can receive much more punishment than the Durand exosuit.
Seraph Exosuit
Seraph.png
A command-grade mech capable of dealing heavy damage when regular pulse rifles are not enough. This goes together with Marauder Exosuits. A command exosuit only authorized by high-ranking officers.

Armour

NOTE:

  • The stats can be plugged into this formula to get the percentage of damage blocked. For instance, a score of 200 on melee means 80% of damage blocked for melee.
  • The projectiles from the Proto-kinetic accelerator are affected by bomb armour.
Item Coverage Brute Bullet Laser Stamina Bomb Fire Rad Description
Apocryphal MODsuit
Mod Deathsquad.png
Body + Limbs 200 200 50 50 IMMUNE IMMUNE IMMUNE A heavily armed, blood-red and black MODsuit issued only for Deathsquad personnel.
Energy Shield
Eshield.png
Energy Block (100%) N/A N/A N/A N/A N/A N/A N/A A compact and easily transported personal shield projector capable of deflecting energy projectiles.

Your Mission

Your mission will be supplied to you either as you spawn or by a Special Operations Officer briefly after you spawn. The nuclear code will be in the handbook on the table to your left just as you leave your spawn room, as well as stored in your notes.

The Special Operations shuttle is west of the hallway just above the Special Ops area. Once everyone is aboard, use the console on the shuttle to start the launch. Right of the Special Operations room, there is the Exosuit Armory, containing the heavily armoured Marauder and Seraph combat mechs. However, they're only needed when the threat is too dangerous enough for your fellow officers to go on foot.

At this point all you need do is follow your orders and stick to your training, and remember: No witnesses.

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