Difference between revisions of "Death Squad"
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{{JobPageHeader | |||
|headerbgcolor = black | |headerbgcolor = black | ||
|headerfontcolor = red | |headerfontcolor = red | ||
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|img_generic = deathsquadofficer.png | |img_generic = deathsquadofficer.png | ||
|img = | |img = | ||
|jobtitle = Death | |jobtitle = Death Commando | ||
|access = | |access = Everywhere | ||
|difficulty = | |difficulty = Hard | ||
|superior = | |superior = Central Command | ||
|duties = | |duties = Exterminate [[Xenomorph|the]] [[Revolution|threat]], as well as [[Captain|anyone]] [[NanoTrasen Representative|else]] on the station. | ||
|guides = No external guides. | |guides = No external guides. | ||
}} | }} | ||
= | =Welcome to The Team= | ||
The | The DeathSquad 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, the crew generally does not know about them. 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. | ||
== | ===Equipment=== | ||
== | {{Item | ||
| bgcolor1 = #D3D3D3 | |||
| bgcolor2 = gray | |||
| name = Pulse Rifle | |||
| image = Pulse_rifle.gif | |||
| usedfor = Leaving large holes in things. | |||
| strategy = Engage in the ultimate point 'n click adventure. | |||
| description = A large rifle with three settings: Stun, Kill, and DESTROY. The DESTROY setting will deal additional damage as well as melt walls and various other objects. | |||
}} | |||
{{Item | |||
| bgcolor1 = #D3D3D3 | |||
| bgcolor2 = gray | |||
| name = Autorevolver | |||
| image = Mateba.gif | |||
| usedfor = A more traditional approach to leaving holes in things. | |||
| strategy = Useful as a backup incase [[Civilian|someone]] manages to get ahold of your primary somehow. | |||
| description = A Mateba Autorevolver that fits on the belt. Holds seven rounds when fully loaded and comes with one set of spare ammo. | |||
}} | |||
{{Item | |||
| bgcolor1 = #D3D3D3 | |||
| bgcolor2 = gray | |||
| name = Energy Sword | |||
| image = Sword.gif | |||
| usedfor = An up-close and personal method of leaving holes in things. | |||
| strategy = In a close-quarters environment a rifle may not be practical. That is where this comes in. | |||
| 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 | |||
| usedfor = Defending yourself while you use your other hand to put holes in things. | |||
| strategy = Preventing someone from disarming you, reflecting energy projectiles. | |||
| description = A energy shield 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 attacks and reflecting any energy projectiles back at the shooter. | |||
}} | |||
{{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 | |||
| bgcolor1 = #D3D3D3 | |||
| bgcolor2 = gray | |||
| name = Combat Stimulant Injector | |||
| image = Combathypo.gif | |||
| usedfor = Healing any damage done to you on your mission. | |||
| 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. | |||
}} | |||
{{Item | |||
| bgcolor1 = #D3D3D3 | |||
| bgcolor2 = gray | |||
| name = Advanced Magboots | |||
| image = Advancedmags.gif | |||
| usedfor = Stopping depressurization from sucking you away. | |||
| 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. | |||
}} | |||
{{Item | |||
| bgcolor1 = #D3D3D3 | |||
| bgcolor2 = gray | |||
| name = Marauder Exosuit | |||
| image = Mecha_marauder.png | |||
| usedfor = Complete annihilation. | |||
| strategy = Keep the energy relay enabled, launch missiles at anything the pulse cannon can't take care of. | |||
| description = A highly armored exosuit with an energy relay and assorted weapons of mass destruction. | |||
}} | |||
=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. | |||
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. | |||
At this point all you need do is follow your orders and stick to your training, and remember: No witnesses! | |||
{{Jobs}}[[Category:Jobs]] | {{Jobs}}[[Category:Jobs]] |
Revision as of 22:49, 29 March 2015
Welcome to The Team
The DeathSquad 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, the crew generally does not know about them. 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.
Equipment
Autorevolver | |
---|---|
File:Mateba.gif | Used for: A more traditional approach to leaving holes in things. Strategy: Useful as a backup incase someone manages to get ahold of your primary somehow. |
Description | |
A Mateba Autorevolver that fits on the belt. Holds seven rounds when fully loaded and comes with one set of spare ammo. |
Energy Shield | |
---|---|
File:Eshield.gif | Used for: Defending yourself while you use your other hand to put holes in things. Strategy: Preventing someone from disarming you, reflecting energy projectiles. |
Description | |
A energy shield 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 attacks and reflecting any energy projectiles back at the shooter. |
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.
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.
At this point all you need do is follow your orders and stick to your training, and remember: No witnesses!