Vox Raider (Game Mode)
Vox Raiders are members of the species Vox, a race of lizard-reptile, nitrogen breathing (thieves that board NT stations to, well, steal valuable items and commodities) merchants that rarely leave their home spess... SKREEE!
Starting of...
You and 4 other Vox (that makes you 5) start on your snazzy lookin' ship that your superiors commissioned to you and your crew. You are currently docked at the Vox Station {insert name here} and are preparing to head to Space station 13 (NTSS/NSS/ABC Cyberaid). On the ship and station you'll find IMPORTANT items that you SHOULD get before heading out. Also, you'll find a chemical dispenser, useful N2 tanks and more on the station for aiding in your quest. In order to get around the station and ship (also setting a course in the cockpit) you'll need a Vox ID, You'll start with one in your ID slot. What so unique about this ID that it is an agent ID card... meaning you can scan other IDs with it and add access to yourself.
Vox Raiders must secure resources from the station, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:
- Resources (E.G Metal, Glass, Plasteel, etc.)
- Engineering equipment
- High tech weapons
- Persons of interest
The Vox, despite being good merchants (thieves) are generally peaceful because of their Inviolate which requires them to not be wasteful with resources or lives. It also requires them to not leave behind their crew (alive or dead) and to cause as little damage as possible.
Vox also have their own language which can be used by typing say :v
The Inviolate
A central tenant of Vox philospohy is to not be wasteful with regards to resources or lives. A Vox raiding party should take special care to not overly damage the station, nor kill any crew unless there are no other options. Violence is a means to an end, and is something to be avoided as much as possible. If you piss off a crew that outnumbers you and is composed of species that are bigger and stronger than you, you will probably die.
The Heist
What the Shoal has tasked you to steal will vary from round to round, but it will likely include some high tech items and maybe even crew members, in order to steal these things from the filthy meat bags...
Gear
Your ship comes loaded with equipment that favors Vox tactics of running and hiding. In short, syndicate equipment when there were in their first steps like:
Dart Gun- Comes loaded with tranquilzer darts loaded up with drugs (space drugs, Ether and a random uplink poison-should at least..) Valuable tool in incapacitating and capturing crew. The dosage is only enough to knock out the unfortunate meat for a minute or so.
there's also a healing dart gun that shoots darts with a universal healing properties (because of the drugs inside). Useful for trading and shooting injured fellow Vox... because you don't have a medi-kit with you.
Powered Crossbow- Fires superheated metal rods and is much more effective after being charged up fully, which takes around five or six seconds. In space it is an incredibly potent tool, able to fling off targets into space at pretty fast speeds. Also comes with the added bonus of pinning people to walls if they happen to be within a tile or so of them.
Pneumatic Cannon- The fire-anything gun, literally, it can fire anything at targets. Useful if you're running from crewmember and just grab any nick nacks as you high tail it outta the hot zone. Needs to be connected to a tank of gas to be useful at all, the pressure can be set to make it more or less lethal.
Chameleon Projector- Exactly like the traitor item, allows a cunning Vox to hide in plain sight as the scanned object that you scanned.
Armor- Heavy duty protection that is pretty well suited to keeping a Vox unharmed while they flee and live to steal another day. *Note that you'll need to take off the armor in-order to get treatment. so use the healing dart gun if you're lazy... or in a hurry
The Skipjack
The greatest asset at the Vox's disposal is their ship, a small yet durable skipjack. The ship has the ability to travel to various parts of the station z-level as well as mining, allowing the raiders to keep on the move and avoid capture by the crew. There is a cool down period in between each jump. The central room of the skipjack is the Vox storeroom, racks filled with various weapons and suits, the port wing of the craft houses tanks of various gasses and the starboard wing is home to a crude medbay. The two wings are connected to airlocks which allow entrance and exit.
Roleplaying Information
Common insults - humans are 'meat', unathi are 'rotten' (due to their colour). Skrell are 'leaking' or 'slippery'. Tajarans are 'mouldy'.
Vox tend to jeer a lot about how their victims are treeless, that their lungs are full of dust, and such. People usually have no idea what the Hell they're on about which is fine because the vox don't put much thought into it either.
They quite like darkness and hiding in lockers.
Vox are very tight-knit. Betraying a crewmember or leaving one behind, living or dead, is a very shameful and destructive thing in vox culture.
Tips and Tricks
As a crew member Heads- Never reject a vox ship crew from boarding the station (unless they have hostile intentions)... you'll have race riots on your hands as Vox (not only) crew member refuse to work and be productive... I wouldn't want CentCOMM to hear about this *cough*bluespace artillery*cough* Secuirty- Keep an eye on those "traders" and their "peaceful intentions"... you don't want anything or anyone missing do you? Medical- You have an oath for preserving lives... if a vox asks for treatment give it. Other departments- try to trade with the vox for useful items for your department... or yourself. Traitors and antags in general- get lethals or stunning items for the vox... will make your job 99% easyer Vox crew members- you have a top priority for your race, F$&k CentCOMM and their bullshit (just kidding... but help them passively)
As a Vox [work in progress]