Difference between revisions of "Death Squad"
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| style="center;" | Description | | style="center;" | Description | ||
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! Marauder Exosuit<br>[[File:Mecha_marauder.png]] | ! Marauder Exosuit<br>[[File:Mecha_marauder.png|64px]] | ||
| A military mech capable of dealing heavy damage when regular pulse rifles are not enough. | | 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. | | 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. | ||
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! Seraph Exosuit<br>[[File:Mecha_marauder.png]] | ! Seraph Exosuit<br>[[File:Mecha_marauder.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-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. | | A command exosuit only authorized by high-ranking officers. |
Revision as of 19:57, 1 December 2019
File:Deathsquadofficer.png
Death Commando
Departmental Head
N/A
NT Officer • | ERT Member • | SIT • | Death Commando • | Highlander • | Traders • | Superhero • | Special • | Cluwne |
Hacking • | Space Law • | Combat • | Standard SOP • | Command SOP |
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 |
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 File:Mateba.gif |
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 |
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
Exosuits
Armour
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 at the southmost point in the Special Ops area. Once everyone is aboard use the console on the shuttle to start the launch. Above the Special Operations shuttle, there will be 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 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.
At this point all you need do is follow your orders and stick to your training, and remember: No witnesses.