Difference between revisions of "Death Squad"

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|img_generic = deathsquadofficer.png
|img_generic = deathsquadofficer.png
|img =  
|img =  
|jobtitle = Death Squad Officer
|jobtitle = Death Commando
|access = Basically anywhere
|access = Everywhere
|difficulty = VARIABLE
|difficulty = Hard
|superior = NanoTrasen
|superior = Central Command
|duties = Eliminate the threat to the station.
|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.
}}
}}
=Death Squad On the Move=
=Welcome to The Team=
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.'''
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==
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==
===Equipment===
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==
{{Item
If the station is too far gone, Death Squad soldiers will be given the code to the Nuclear Device stored in the station's vault. After retrieving the Nuclear Authentication Disk, their task will be to make sure the nuke goes off and make it off the station with minimal squad casualties. However, this is usually a last resort if the threat has grown too large and every other option has been expended.
| 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!


==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.
{{Jobs}}[[Category:Jobs]]
{{Jobs}}[[Category:Jobs]]

Revision as of 22:49, 29 March 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.

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 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.

Advanced Magboots
Advancedmags.gif Used for: 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.

Marauder Exosuit
Mecha marauder.png Used for: 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!

Template:Jobs