Difference between revisions of "Death Squad"

From Paradise Station Wiki
Jump to navigation Jump to search
Line 74: Line 74:
| name = Combat Stimulant Injector
| name = Combat Stimulant Injector
| image = Combathypo.gif
| image = Combathypo.gif
| usedfor = Healing any damage done to you on your mission.
| usedfor = Healing any holes made in you.
| strategy = Apply the hypospray generously when you get injured to heal.
| 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.
| 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.
Line 84: Line 84:
| name = Advanced Magboots
| name = Advanced Magboots
| image = Advancedmags.gif
| image = Advancedmags.gif
| usedfor = Stopping depressurization from sucking you away.
| usedfor = Holding yourself still while you make holes in things.
| strategy = Keep these on at all times -- They don't slow you down at all!
| 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.
| description = A pair of advanced magboots that do not slow you down when active.
Line 94: Line 94:
| name = Marauder Exosuit
| name = Marauder Exosuit
| image = Mecha_marauder.png
| image = Mecha_marauder.png
| usedfor = Complete annihilation.
| usedfor = The ultimate apparatus for making holes in things.
| strategy = Keep the energy relay enabled, launch missiles at anything the pulse cannon can't take care of.
| 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.
| description = A highly armored exosuit with an energy relay and assorted weapons of mass destruction.

Revision as of 21:32, 2 April 2015

ELITE

[[File:]]
Death Commando

Superiors: Central Command
Difficulty: Hard
Guides: No external guides.
Access: Everywhere
Duties: Exterminate the threat, as well as anyone else on the station.


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 before heading out.

Equipment

Pulse Rifle
Pulse rifle.gif Used for: 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.

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 Sword
Sword.gif Used for: 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.

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.

Plastic Explosives
C4.gif Used for: 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.

Combat Stimulant Injector
Combathypo.gif Used for: Healing any holes made in you.
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.

Advanced Magboots
Advancedmags.gif Used for: Holding yourself still while you make holes in things.
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.

Marauder Exosuit
Mecha marauder.png Used for: The ultimate apparatus for making holes in things.
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!

Template:Jobs