User:Sirryan2002/GradingTest
Pull Request: Adds ERT AI override board to ERT commander #16336
Superiors: Central Command
Difficulty: Medium to Hard
Guides: Standard Operating Procedure
Access: Almost Everywhere
Duties: Resolve the emergency situation. Secure the station.
Departmental Head
N/A
NT Officer • | ERT Member • | SIT • | Death Commando • | Highlander • | Traders • | Superhero • | Special • | Cluwne |
Hacking • | Space Law • | Combat • | Standard SOP • | Command SOP |
You are part of a Rapid Response Unit in the direct service of Epsilon Eridani Nanotrasen Central Command. As an Emergency Response Team Member, your job is to return your assigned station to survivable conditions. Good luck.
You have a special radio channel issued for Central Command Response Teams and most CentCom Personnel. Your radio key is ':$'
Pre-Mission Briefing
right|thumb When you are a Ghost and currently observing the round, you have the option to join as a Response Team Member as soon as the Heads of Staff requests an Emergency Response Team, remember that ERTs are only called during threats the crew are unable to solve themselves but is recoverable with your assistance. If your Respawnability is set to No don't worry. You are still able to join the Response Team once all of the current ghosts with Respawnability on 'Yes' joined the ERT and there are not enough players to fill all the slots.
You begin in the special operations area at Central Command. As soon as you spawn in, move into the main lobby and get ready. Your team leader might call for a briefing at this point; make sure to actually attend the briefing and to listen carefully. It is imperative for any team's survival that they coordinate and create an action plan. The communications console will always print messages from the captain and the reason the ERT was called, they may give hints as to what's going on
Specializations and Equipment
Response Team Members are equipped and provided with some of the more advanced and high-tech equipment that Centcom has to offer. You have a lot given to you, so make sure to make the best use of your equipment and not accidentally cause more damage to the station.
Depending on your Alert classification (Amber, Red, Gamma), ERT members will spawn with a variety of different types of specialized gear. Amber is not EVA proof, whereas Red and Gamma are. Gamma suits are also fireproof. Your armor is color-coded for your specialization and your Centcom-provided ID will be able to access any functional airlock on the station.
Command the ERT and keep the station in line. They work with Command(and take over it if necessary) and let them steer their departments to order, while you and your team get to work sorting the issue. Generally less specialized than their comrades, they are still generally fairly armed and able to defend themselves with the right amount of skill.
Item | Description |
---|---|
Amber Commander Armor |
A chest plate and a helmet with blue streaks. It has slightly more protection than security officer armor. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Sunglasses |
Makes you look cool, also protects your eyes from bright flashes. |
Mindshield Implants File:Lockbox.png |
A lockbox with three mindshield implants and an implanter. |
NAD Pinpointer |
Helps you find the NAD when the captain inevitably loses it and you need to blow the station up. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Energy Gun |
A simple but trusty gun that can fire disabler and lethal lasers. |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
---|---|
Red Commander Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Sunglasses |
Makes you look cool, also protects your eyes from bright flashes. |
PDW-9 Taser Pistol File:PDW-9 Taser.png |
A military-grade sidearm, used by many militia forces throughout the local sector. |
Mindshield Implants File:Lockbox.png |
A lockbox with three mindshield implants and an implanter. |
NAD Pinpointer |
Helps you find the NAD when the captain inevitably loses it and you need to blow the station up. |
ERT Camera Monitor |
A portable camera monitor that gives the commander the ability to view CC spec ops cams and ERT body cams. |
Mag Boots |
Magnetic boots that help prevent you from accidently being spaced. |
Omni Door Remote |
A door remote that can bolt, open, and set emergency access to any and every door on station. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
Item | Description |
---|---|
Gamma Commander Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
NV Goggles |
Makes you look cool, also protects your eyes from bright flashes. |
PDW-9 Taser Pistol File:PDW-9 Taser.png |
A military-grade sidearm, used by many militia forces throughout the local sector. |
Mindshield Implants File:Lockbox.png |
A lockbox with three mindshield implants and an implanter. |
NAD Pinpointer |
Helps you find the NAD when the captain inevitably loses it and you need to blow the station up. |
ERT Camera Monitor |
A portable camera monitor that gives the commander the ability to view CC spec ops cams and ERT body cams. |
Advanced Mag Boots |
Upgraded Magnetic boots that help prevent you from accidentally being spaced without causing a slowdown debuff. |
Omni Door Remote |
A door remote that can bolt, open, and set emergency access to any and every door on station. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant PLUS |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
integrated high-intensity photon projector |
Arm implant that allows the user to quickly flash someone without needing to use their hands. |
The Security RT Members get access to some of the most advanced weaponry Nanotrasen has to offer. However, don't forget that you still follow Space Law and therefore should not shoot to kill criminals that are not dangerous. Even though you are generally more equipped than your average Officer Joe, you still have power in numbers, and there's a reason your shirt is red.
Item | Description |
---|---|
Amber Security Armor |
A chest plate and a helmet with red streaks. It has slightly more protection than security officer armor. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Hybrid Taser |
Your standard issue security taser |
Laser Gun File:Laser.png |
A simple but trusty gun that can fire disabler and lethal lasers. |
Seclite |
For finding your enemies in the dark. |
Box of Teargas Grenades File:Flashbang box1.png |
Contains: 8x Teargas Grenades |
Box of spare zipties |
Contains: 8x Zipties |
Security Belt |
A belt that contains your standard loadout for a security officer |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
---|---|
Red Commander Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Hybrid Taser |
Your standard issue security taser |
IK-60 Laser Carbine File:IK-60 Laser Carbine.png |
Hardy carbine that relies on high-density battery cartridges. A staple in Nanotrasen Navy combat operations. |
Encased Laser Projector Magazine |
Fits experimental laser ammo casings. 20 shells, non refillable. |
Mag Boots |
Magnetic boots that help prevent you from accidently being spaced. |
Flashbang |
2x Flashbang Grenades. Good for AOE stuns against large groups of people. |
Box of spare handcuffs |
Contains: 8x Handcuffs |
Security Belt |
A belt that contains your standard loadout for a security officer |
Survival Kit |
A must-have for all ERT Members. |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
integrated high-intensity photon projector |
Arm implant that allows the user to quickly flash someone without needing to use their hands. |
Item | Description |
---|---|
Gamma Security Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
NV Goggles |
Makes you look cool, also protects your eyes from bright flashes. |
Advanced Energy gun File:Advanced energy gun.png |
An advanced gun that can stun, disable, and lethal enemies. |
Multi Lense Immolater Cannon File:Immolator Laser Cannon.png |
Heavy laser cannon that comes with an array of different modes. Utilized by elite combat units across the universe. |
Whetstone |
A specialized stone that allows you to increase the sharpness of blades. |
Pocket Extinguisher |
A miniature fire extinguisher. |
Advanced Mag Boots |
Upgraded Magnetic boots that help prevent you from accidentally being spaced without causing a slowdown debuff. |
Box of Flashbangs File:Flashbang box1.png |
Contains: 8x Flashbangs |
Box of spare handcuffs |
Contains: 8x Handcuffs |
Security Belt |
A belt that contains your standard loadout for a security officer |
T4 Lockbox |
A lockbox with three wall breaching charges. Each contian fuel, metal oxide, and metal powder mixed in just the right way. One hell of a combination. Effective against walls, ineffective against airlocks... |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant PLUS |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Hardened Reviver Implant |
Will attempt to bring you out of soft critical condition. Does not actually revive you if you die. EMP Proof. |
Telebaton Implant File:Telebaton Implant.png |
Telescopic baton implant. Does what it says on the tin |
Being an Engineering RT Member is the job you'll want to take if the station is suffering from hull breaches, hackers, sabotage or anything in-between. On Amber, you are the only one with EVA. On Red and Gamma, you have powerful tools at your disposal to help you fix up the station and allow the rest of your team to work a little easier... breathing generally helps.
Item | Description |
---|---|
Amber Engineer Hardsuit |
Unlike other amber ERT members, amber engineers get access to the Red Alert hardsuit. Is fully space-proof and has built-in welding protection. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Engineering Scanner Goggles |
Goggles that act as a T-ray, Radiation, and Meson scanner. |
Mag Boots |
Magnetic boots that help prevent you from accidently being spaced. |
Miniature Energy Gun |
A peashooter that can keep off baddies temporarily while you make your escape. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Tool Belt File:FullToolbelt.gif |
A belt that contains your standard loadout for a station engineer. |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
---|---|
Gamma Engineer Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Engineering Scanner Goggles |
Goggles that act as a T-ray, Radiation, and Meson scanner. |
Advanced Mag Boots |
Upgraded Magnetic boots that help prevent you from accidentally being spaced without causing a slowdown debuff. |
Energy Gun |
A simple but trusty gun that can fire disabler and lethal lasers. |
RCD |
A pocket-sized rapid construction device. Comes Filled with 100 matter units. Reffilable. |
Compressed Matter Cartridge |
Matter cartridges used for filling the RCD 20 matters units at a time. Comes with three. |
Advanced Tool Belt |
A belt that contains your standard loadout for a Chief Engineer. |
Survival Kit |
A must-have for all ERT Members. |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
Shielded Robotic Eyes |
These reactive micro-shields will protect you from welders and flashes without obscuring your vision. |
Item | Description |
---|---|
Gamma Engineer Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
NV Meson Scanner Goggles |
Night vision integrated Meson Goggles. |
Advanced Mag Boots |
Upgraded Magnetic boots that help prevent you from accidentally being spaced without causing a slowdown debuff. |
PDW-9 Taser Pistol File:PDW-9 Taser.png |
A military-grade sidearm, used by many militia forces throughout the local sector. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Combat RCD |
A pocket-sized rapid construction device. Comes Filled with 500 matter units. Reffilable. |
Compressed Matter Cartridge |
Matter cartridges used for filling the RCD 20 matters units at a time. Comes with three. |
Advanced Tool Belt |
A belt that contains your standard loadout for a Chief Engineer. |
Survival Kit |
A must-have for all ERT Members. |
Shielded Robotic Eyes |
These reactive micro-shields will protect you from welders and flashes without obscuring your vision. |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant PLUS |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Integrated Toolset Implant |
Arm implants that allows you to utilize basic tools when your belt fials you. |
Medical RT Members deploy with a good amount of movable medical equipment, easily allowing them to create a medical triage wherever needed with surgical equipment and medicines for most basic needs. With later levels having access to portable body scanners, they are able to perform surgery on the go, keeping the crew active to resolve issues all the faster. Keep medbay flowing, be resourceful.
Item | Description |
---|---|
Amber Medic Armor |
A chest plate and a helmet with red and white streaks. It has slightly more protection than security officer armor. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Medical HUD File:MedHud.png |
Goggles that give you a surface-level breakdown of someone's injuries from a distance. |
Miniature Energy Gun |
A peashooter that can keep off baddies temporarily while you make your escape. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Medical Hypospray |
Contains Omnizine, good for quickly stabilizing a patient. |
First Aid Kit File:Firstaidkit.png |
Standard First Aid kit, good for light injuries |
Advanced Aid Kit File:Advkit.png |
Standard Advanced first-aid kit, good for heavier injuries |
Handheld Defibilator |
Standard Advanced first-aid kit, good for heavier injuries |
Surgical Belt File:FullToolbelt.gif |
A belt that contains your standard loadout for a Surgery Bag. |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
---|---|
Red Medical Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Medical HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes, and acts as a medHUD |
Mag Boots |
Magnetic boots that help prevent you from accidently being spaced. |
Energy Gun |
A simple but trusty gun that can fire disabler and lethal lasers. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Medical Hypospray |
Contains Omnizine, good for quickly stabilizing a patient. |
Fire First-Aid Kit File:Firekit.png |
Standard Advanced first-aid kit, good for heavier injuries |
Toxin First-Aid Kit |
Standard Advanced first-aid kit, good for heavier injuries |
Brute Trauma First-Aid Kit File:Brutekit.png |
Standard Advanced first-aid kit, good for heavier injuries |
Handheld Defibilator |
Standard Advanced first-aid kit, good for heavier injuries |
Compact Defibilator |
Advanced belt Defibilator, good for on the go revivals. |
Survival Kit |
A must-have for all ERT Members. |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
Surgical Belt Impant |
An implant that contains your standard loadout for a Surgery Bag in your arm for on-the-go surgery. |
Item | Description |
---|---|
Gamma Medic Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
NV Goggles |
Makes you look cool, also protects your eyes from bright flashes. |
Advanced Mag Boots |
Upgraded Magnetic boots that help prevent you from accidentally being spaced without causing a slowdown debuff. |
PDW-9 Taser Pistol File:PDW-9 Taser.png |
A military-grade sidearm, used by many militia forces throughout the local sector. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Combat Stimulant Injector |
Contains Omnizine, good for quickly stabilizing a patient. |
Handheld Defibilator |
Standard Advanced first-aid kit, good for heavier injuries |
Compact Defibilator |
Advanced belt Defibilator, good for on the go revivals. |
Handheld Body Analyzer |
Advanced handheld body scanner. |
Pocket Extinguisher |
A miniature fire extinguisher. |
Survival Kit |
A must-have for all ERT Members. |
Nutriment Pump Implant PLUS |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). |
Surgical Belt Impant |
An implant that contains your standard loadout for a Surgery Bag in your arm for on-the-go surgery. |
Medical HUD Implant |
Gives you a permanent Medical HUD, along with all associated features. |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Integrated Medical Beamgun |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Heresy is afoot on the station! The Nanotrasen Grand Inquisitorial Staff have sent for one or more of their fabled Knights or Inquisitors to join the Response Team and lead the station back to the light of the Nanotrasen overlord. If the station is heavily endangered by cult magic or other paranormal means, Paranormal RT members are here to dispel the cult magic whenever needed. They're mostly armed with Security-Grade equipment and Chaplain related equipment as well. Now go, cleanse the heresy, remove the filth!
“Without a clear perception of his reasons for living, man will never consent to live, and will rather destroy himself than tarry on earth, though he be surrounded with bread".” - Nanotrasen Grand Inquisitor Aniello
Item | Description |
---|---|
Amber Paranormal Armor |
A chest plate and a helmet with crusader sigils. It has slightly more protection than security officer armor. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
Sunglasses |
Makes you look cool, also protects your eyes from bright flashes. |
Hybrid Taser |
Your standard issue security taser |
Null rod |
One of the more powerful items in your arsenal. It has many uses. |
Seclite |
For finding your enemies in the dark. |
Box of spare zipties |
Contains: 8x Zipties |
Security Belt |
A belt that contains your standard loadout for a security officer |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
---|---|
Red Paranormal Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Energy Gun |
A simple but trusty gun that can fire disabler and lethal lasers. |
Null rod |
One of the more powerful items in your arsenal. It has many uses. |
Seclite |
For finding your enemies in the dark. |
Box of spare zipties |
Contains: 8x Zipties |
Security Belt |
A belt that contains your standard loadout for a security officer |
Survival Kit |
A must-have for all ERT Members. |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
Item | Description |
---|---|
Gamma Inqisuitors Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Advanced Energy gun |
An advanced gun that can stun, disable, and lethal enemies. |
Null rod |
One of the more powerful items in your arsenal. It has many uses. |
Seclite |
For finding your enemies in the dark. |
Purification Grenade |
For purifying an area en massse. |
Box of spare zipties |
Contains: 8x Zipties |
Security Belt |
A belt that contains your standard loadout for a security officer |
Survival Kit |
A must-have for all ERT Members. |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. |
Nutriment Pump Implant PLUS |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Some go into the Nanotrasen Navy to eliminate terrorists. Some go into the Nanotrasen Navy to save lives. Some go into the Nanotrasen Navy for the sheer thrill.
You went into the Nanotrasen Navy to do custodial work.
A clean station is a happy station, and most of the time the station isn't happy. Janitor RT Members can clean up in the same way and same equipment as the standard Janitor. They're deployed in some situations that REALLY require cleaning, with later alerts being equipped with the fabled mop implant. Be careful, you're given a token weapon to ensure you don't slip up and let that All Access ID get into the wrong hands.
Item | Description |
---|---|
Amber Janitor Armor |
A chest plate and a helmet with purple streaks. It has slightly more protection than security officer armor. |
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Galoshes |
High traction rubber boots that allow you to walk over slippery floors without falling down. |
Disabler |
Your standard issue disabler. |
Trash Bag File:Trashbag.png |
For finding your enemies in the dark. |
Space Cleaner |
A small spray bottle of non-slip, instant-cleaning fluid. Just spray it and the floor is clean. |
Holographic Sign Projector |
For indicating where floors are wet, even though you don't start with a mop. |
Weed-Killer Grenade |
Comes with two grenades. For dealing with unwanted plants, sentient and dangerous ones include. WARNING: do not throw near Kidan. |
Telescopic Baton File:Telebaton.png |
A pocket-sized baton you can use to deal with troublemakers. Can be extended and collapsed whenever needed. |
Janitor Belt |
A belt that contains your standard loadout for a Janitor |
Survival Kit |
A must-have for all ERT Members. |
Item | Description |
---|---|
Red Janitor Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Galoshes |
High traction rubber boots that allow you to walk over slippery floors without falling down. |
Miniature Energy Gun |
A peashooter that can keep off baddies temporarily while you make your escape. |
Trash Bag File:Trashbag.png |
For finding your enemies in the dark. |
Space Cleaner |
A small spray bottle of non-slip, instant-cleaning fluid. Just spray it and the floor is clean. |
Holographic Sign Projector |
For indicating where floors are wet, even though you don't start with a mop. |
Weed-Killer Grenade |
Comes with two grenades. For dealing with unwanted plants, sentient and dangerous ones include. WARNING: do not throw near Kidan. |
Telescopic Scythe File:Telebaton.png |
A pocket-sized scythe for cutting down unwanted plants. |
Janitor Belt |
A belt that contains your standard loadout for a Janitor |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). |
Janitorial Implant |
Integrated set of janitor tools. |
Item | Description |
---|---|
Gamma Janitor Hardsuit |
|
Combat Gloves |
Reinforced gloves that give shock and general hand protection. |
HUDSunglasses |
Makes you look cool, also protects your eyes from bright flashes. Allows you to see and change people's arrest statuses on the go. |
Advanced Mag Boots |
Upgraded Magnetic boots that help prevent you from accidentally being spaced without causing a slowdown debuff. |
Energy Gun |
A simple but trusty gun that can fire disabler and lethal lasers. |
Trash Bag of Holding |
For collecting a shit ton of trash. |
Space Cleaner |
A small spray bottle of non-slip, instant-cleaning fluid. Just spray it and the floor is clean. |
Weed-Killer Grenade |
Comes with two grenades. For dealing with unwanted plants, sentient and dangerous ones include. WARNING: do not throw near Kidan. |
Mr. Proper |
For cleaning an area en massse. |
Telescopic Scythe File:Telebaton.png |
A pocket-sized scythe for cutting down unwanted plants. |
Janitor Belt |
A belt that contains your standard loadout for a Janitor |
Hardened CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. EMP Proof. |
Janitorial Implant |
Integrated set of janitor tools. |
Your Shuttle
Once you've gotten your bearings and have had a discussion with the rest of your team, it is time for you to head to the station. Head south to the ERT shuttle. Make sure all ERT members are aboard before moving anywhere. You have two options, dock at port three at the station or select a custom location in space near the Cyberiad. Generally, you should go with the former(especially if you're an amber ert) but the latter will be more useful for quick insertion to fight blobs and other biohazard threats.
Dealing with Threats
Squad Tactics 101
The #1 reason why most teams fail to contain a threat on the station is that they do not work together.
Like them, individuality will be the death of your team. Make sure that you group your ERT members into groups of 2-3 and supplement them with local security forces. Armor, advanced weaponry, and implants will do nothing if someone gets stun-locked, it just takes longer to kill them. Grouping your squadmates allows them to protect each other; They can pick each other up and suppress enemies while getting casualties back to medbay.
The commander should attempt to stay out of the action for the most part and coordinate the team for enemies such as cultists, vampires, and traitors.
Surviving
Your primary goal as an ERT member is to stay alive; Adding to the station body count makes situations worse and often gives enemies upgraded equipment and all-access. You have many tools and strategies to keep you and your teammates alive, USE THEM. Never go alone, always have 1-2 other ERT members with you.
Make sure to utilize your Survival Kit it contains many useful itemes
Breath Mask
Extended Capacity Emergency Oxygen Tank
File:Flare.png Flare
Pocket Crowbar
Combat Knife: good for conserving ammo or fighting in close quarters
CentComm Bounced Radio: Needed for when telecomms go down
Synthflesh Patch
File:Emergency Injector.png Emergency Auto Injector
Just Doing My Job, Sir
Once you arrive aboard the NSS Cyberiad, it's time to get to work. Get a feel for what's going on in your specific department. If you're an Engineer Member and there are breaches to fix, you should probably assist in fixing them. Likewise, if you're a Medical Member and there are injured people to find/heal, you should probably start there. On the other hand, everything is subjective; listen to what the situation is from the command staff and make sure you know what're you're going to do before you rush into the fray.
Fixing up the station
Generally, once you arrive on the station you're going to be asked to help fix whatever caused the elevated security level in the first place. This could be any number of things, but most of them follow a general procedure. More often then not you will find yourself working in the the department you specialize in; medical specialists are most likely to be found in the medbay, engineering specialists are probably out fixing breaches, etc. This isn't always the case, though. Be ready to adapt to any ridiculous situations the round might try to throw at you.
Communication is key
By default, your headset is equipped with a response team decryption key that allows access to every department channel as well as your own secure response team channel. Your headset is your friend, use it! The best way to figure out what the situation and what you should be focusing on is by asking around on the headset. You'll probably be talking on your secure channel a lot as well, so don't forget to check in with your ERT Commander every once in a while so he doesn't think you're lost, dead, or SSD, if you have temporarily split up to cover more ground.
The Central Man in Blue
The Response Team Member that chooses to spawn as a RT Commander is the designated response team leader. The team leader dons a blue hardsuit or armor and is there to coordinate his or her team effectively and get the station back into working order. They'll usually be the ones barking orders at you (and sometimes at regular station personnel) in an attempt to keep everyone from going insane. Response team leader is, more often than not, a stressful position to be in. Respect. All in all, if you're not sure what you should be doing, try asking your team leader. They should be able to point you in the right direction, however make sure to pay attention to what's going on and give suggestions if needed as well.
Power Struggle
When it comes to following orders, your team leader's word always takes precedence. It doesn't matter if it's the Captain who ordered you to fire that guy out of the mass driver, the final word is always from your team leader. Of course, you should also take into account your own reasoning. If your team leader orders you to release the singularity, you should probably do a double-take and think before you possibly destroy the entire station.
The equipment Gamma ERT gets is alot better than what the station let alone Code RED ERT gets. All Gamma ERT get fireproof ERT armor suits. All Gamma ERT members get CNS Rebooters and Nutriment Pump Plus implants ready in their bodies. With exception of the janitorial ERT, which only gets CNS Rebooters.
The PDW-9 is a Advanced Stun Revolver with a different design. Statwise they are identical. The Enforcer is a decent ballistic weapon. Use it to break bones of evasive targets. Mindshield Implants to reimplant fallen officers with ease.
Magazines cannot be printed at cargo or RnD. Spare rounds can be aqquired from a hacked Autolathe at cargo.
The advanced energy gun is identical to the one available to RnD. The Immolator-Cannon has two modes: Focus and Scatter. In Focus mode it fires an energy blast that sets targets alight and does 45 damage. In Scatter mode it works as a shotgun. 6 small orb shaped energy pulses are fired similar to a shotgun. Each pulse does 8 damage and sets the target alight. The Whetstone ups the knifes damage to 23 brute. T4 is a breaching charge. It applies Thermite to walls and ignites them while creating a small blast on the other side of the wall where the charge was planted.
The Portable advanced bodyscanner has 6 Charges in total. It can be recharged on any weapons charge. It gives detailed information about the patients well being, hinting at broken bones, organ damage etc. It is a mobile body scanner. It prints out a piece of paper with the scan. The Nanite Hypospray rapidly heals people from near dead to full health, even capable of mending bones. Omnizine/Hypospray helps with rapid wound recovery.
The Defib is the same the CMO gets. Rollerbeds allow quick field surgery. The MediRay Implant is a quick way to patch someone mid combat up. The beams of to MediRay implants follow similar mechanics to the medibeam guns; they should NOT be crossed.
The advanced Mop Implant makes the floor slippery, Anti Weed Grenades allow the Gamma ERT to clean out Kudzu rapidly. They are still rather toxic to crew. The Telescopic scythe is also very helpful in fighting Kudzu. Last but not least the clusterbang cleaner is there to create a massive wave of cleaning foam to remove all stains from the floor.
Going Nuclear
In the event if the station was outrun by a biohazard capable of destroying the station or if the team has no other choice, there will be the Nanotrasen Nuclear Fission Explosive Device, which is considered as the 'Self-Destruct' of this station. Before that, the Command crew has to request the Nuclear Authentication Code in order for the team to detonate the explosive, the Nuclear Authentication Code will not work on its on. It also requires a Nuclear Authentication Disk, in order to access the interface of the device.
After Central Command gave the Nuclear Authentication Code either to team, to command or to public, they need to enter to the Vault. Which contains the device, which is either opened by the AI or by the team itself. Do not touch the device yet until you deployed it at its preferred location.
The Nuclear Fission Explosive will be at the Vault, in order to arm the device:
- Right click the explosive and make it Deployable.
- Open the interface by clicking on it with a free hand.
- Insert the Nuclear Authentication Disk into the slot (Which is the [+++++]).
- Type the nuclear authentication code into the keypad, then press E when you're done. If you make any mistake, press the Reset button (Which is R).
- Set the time needed in order for the explosive to detonate (Typically 5 to 10 minutes).
- Arm the explosive, anchor it and remove the disk, make sure that you reset the code too.
After that, the bomb will explode once the timer ticks to zero, leaving the station nothing but dust. The bomb WILL still detonate even if the disk is not in the slot. Now, in case if the explosive device needs to be relocated for any reason, reinsert the disk, disengage the anchor, pull the explosive to its desired location, reengage the anchor then remove the disk.
Some general pointers once you're on the field
- Once the ERT has assembled Centcom will usually not allow an escape shuttle until you contain the situation or die horribly trying. Keep in mind your own ERT shuttle can also be hijacked.
- Your help will generally be much more appreciated if you are doing something meaningful. You should generally try to co-operate and communicate with other crew rather than simply doing your own thing. They can point you out to the priority issues on the station let you know about any anomalies on the station.
- If you have been called in during the prime of antagonists try not to engage overwhelming odds under the belief that you can take on anything. Take a moment to think up of a plan and gather crew to help before blindly rushing into your death.
- You're not just about combat, you can be called in to deal with medical, engineering and possibly janitorial issues as well. Make sure to choose your role appropriately or else you might end up having nothing to do.