Difference between revisions of "Death Squad"

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{{Needs revision
{{NonIC}}
|reason=Requires more information regarding the gear and such.}}{{JobPageHeader
{{JobPageHeader
|headerbgcolor = black
|colour = 464489
|headerfontcolor = red
|hcolour = white
|stafftype = ELITE
|stafftype = SPECIAL
|imagebgcolor = gray
|img = Mod Deathsquad.png
|img_generic = deathsquadofficer.png
|jobtitle = Death Commando
|img =
|access = Everywhere
|jobtitle = Death Squad Officer
|difficulty = Hard
|access = Basically anywhere
|superior = [[Nanotrasen Central Command|Nanotrasen Central Command]] - Special Operations Division
|difficulty = VARIABLE
|duties = Exterminate the [[Roles#Antagonists|threats]], [[Nanotrasen Representative|certain]] [[Captain|individuals]] or the entire crew.
|superior = NanoTrasen
|guides = [[Guide to Combat]]
|duties = Eliminate the threat to the station.
}}<div style="float: right;">{{JobSpecial}}</div>
|guides = No external guides.
}}
=Death Squad On the Move=
The Death Squad is, as the name implies, a squad that deals out death. They are the Elite troops sent in to clear out corrupted station (by aliens, cultists, or anything else), but most have a goal given to them by their commander. They are heavily armed with pulse rifles, and if nescesarry, they get Combat mechs, armed with missiles, guns, zoom, and other incredibly robust features. However, their most important weapon is surprise, because ICly, '''NOBODY KNOWS ABOUT THE DEATH SQUAD.'''
==Equipment==
Death Squad operatives receive the latest in Special Operations technology.
===Armor===
Death Squad armor is built to survive the hardiest of foes. It is quite frankly, the strongest armor available, rivaled by no other piece of clothing in the game. Weapons, ammo, oxygen, batons, and handcuffs can be held in its storage. Its distinct red and black color herald the death and destruction of anything in its path.
===Plastic Explosives===
Plastic Explosives are granted to each operative in order to put holes in the station, without too much extra hole. Its timer can be changed to any number greater than 10 seconds. Placing it on a person or creature, causes them to explode in a shower of blood and viscera without damaging the area around them.
===Energy Sword===
A robust melee weapon that is a staple of the Death Squad loadout. Its distinct hum is recognized by many as the sound of impending doom. When a Death Squad operative runs out of ammunition,this is their go-to weapon of choice.
===Marauder===
A heavy, military level mecha. It comes equiped with a heavy pulse cannon, a missile rack (loaded with 8 missiles), thrusters for E.V.A. capabilities, a zoom function and an internal airtank. The Marauder is also useless in close-quarters combat, as its fists can be used to bludgeon an opponent or push them back.
===Medical Kit===
Every Death Squad operative comes equipped with a medical kit for healing wounds sustained in the field. Includes an autoinjector, a health analyzer, a trauma kit, and a burn kit.
===Optical Thermal Scanners===
These goggles can detect any living beings through walls by their heat signature. Good for acquiring targets and shooting them through the wall with a pulse rifle. However, this makes the Death Squad operative susceptible to extreme eye damage if they weld without their helmet on.
===Pulse Rifle===
This is the Death Squad's tool of choice, if there is anything in their way, they'll keep firing until it isn't there anymore. It's heavy pulse beams can damage walls, making it a useful breaching tool, as well as a weapon.
===Mateba===
The secondary weapon of a Death Squad Officer. Does around 60 sharp brute damage to an unarmoured target, and 90 point blank. Useful if someone has taken your pulse rifle. Its ammo capacity is low, so make your shots count.


==Pulling Out==
'''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.'''
Rarely will the Death Squad pull out, but the crew will be joyful when they do. All it requires is a death squad officer to input a code in their computer, and they will leave after a few moments, after which they will recover at Centcomm, and live to fight another day.


==Nuke it from Space==
==Welcome to The Team==
The only way Nanotrasen can be sure the situation will be handled correctly is if the nuclear explosive goes off. Should the Death Squad Officers take too many casualties, Nanotrasen will order them to detonate the "disarmed" Nuclear bomb on the station.
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.
==Syndicate Strike Force==
 
It is possible a syndicate corporation will send their own force should Nanotrasen send a death squad in, as they would like to recover anything that Nanotrasen feels threatened by. These Squad Members are equipped with the same level gear, and similar mecha.
===Equipment===
{{Jobs}}[[Category:Jobs]]
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==
{| class="wikitable sortable mw-collapsible" width="80%" style="background-color: white;text-align: center;"
|- style="font-weight: bold; text-align: center; background-color: black; color: white;"
| style="width: 150pt; center;" | Item
| style="width: 150pt; center;" | Damage Type
| style="width: 150pt; center;" | Damage
| style="width: center;" | Purpose
|-
! Pulse Rifle<br>[[File:Pulse_rifle.gif]] {{Anchor|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<br>[[File: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<br>[[File:Sword.gif]] {{Anchor|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===
{| class="wikitable sortable mw-collapsible" width="80%" style="background-color: white;text-align: center;"
|- style="font-weight: bold; text-align: center; background-color: black; color: white;"
| style="width: 150pt; center;" | Item
| style="width: 200pt; center;" | Purpose
| style="center;"              | Description
|-
! 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.
|-
|}
 
===Exosuits===
{| class="wikitable sortable mw-collapsible" width="80%" style="background-color: white;text-align: center;"
|- style="font-weight: bold; text-align: center; background-color: black; color: white;"
| style="width: 150pt; center;" | Item
| style="width: 200pt; center;" | Purpose
| style="center;"               | Description
|-
! 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.
|-
|}
 
===Armour===
'''NOTE''':
* 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.
* The projectiles from the Proto-kinetic accelerator are affected by bomb armour.
{| class="wikitable sortable mw-collapsible" width="80%" style="background-color: white;text-align: center;"
|- style="font-weight: bold; text-align: center; background-color: black; color: white;"
| style="width: 150pt; center;" | Item
| 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 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 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.'''
 
{{JobsTable}}
 
[[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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