Mercenary

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ENEMY STAFF
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Mercenary
Access: Everywhere, provided you have a brick of C4 or an Emag handy
Difficulty: Very Hard
Supervisors: Your Employer
Duties: Cause corporate damage to NanoTrasen.
Guides: Your gear collection

You're a ragtag hired gun; you've been hired by a corporation to deal with one of their most influential and well funded corporate opponents: NanoTrasen. Together with your team you're going to help your hirer's company return to the top of the stock market and make sure NanoTrasen falls to the bottom. You're being sent to the NSB Adephagia to ensure share holders re-consider their views on the almighty NanoTrasen. Luckily the mercenaries have access to a wide range of tools to assist them on their mission. From a simple revolver to the advanced energy crossbow, you have the tools to get the job done.

Mission Preparation

Congratulations, you've been chosen to fill this antagonistic role. Now the first thing you should do before launching your inevitable attack on the station is to sit down with your fellow gunmen. Discuss and create a plan for your team to follow. There's no set leader of your team but you may find someone quickly take control of the situation which is perfectly okay, provided they're sensible about it.

Suiting Up

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The high tech mercenary shuttle, comes with a variety of infiltration equipment like a half finished teleporter and a cloaking device!

Now before you run nilly willy onto the station, you'll discover and armory full of EVA gear and weapons, as well as a Radio Uplink for special items. You'll definitely want to pick the most fashionable suit and preferably a weapon too. It's also recommended to discuss what you will use the radio uplink for as it comes with a finite amount of crystals.

If you're one of those folk who typically tend to lose things it might be a good idea to just move the armory contents onto the shuttle should you need a spare as you typically won't be coming back until the mission is done.

Selecting Your Gear

Depending on your plan (and RNG gods / admin fuckery), your selection of gear may vary. Typically you'll want to take a standard issue C20r submachine gun. It's not the best weapon for hostage taking as it tends to cause internal bleeding and leave shrapnel behind which can be quite pesky to deal with, but its firepower and compact size makes it a versatile weapon able to deal with many threats. Try to use it sparingly, as it eats through ammunition faster than Keegan eats assistants.

You also have access to two Ion Rifles, a weapon which has the ability to disable electronic devices. It is especially effective against Cyborgs and crew with prosthetic limbs and organs.

Lastly, out of your standard equipment, you usually have access to some energy swords and shields to protect yourself at close ranges. These are also good for mitigating damage from ranged enemies as well while you are taking point.

Everything else in the armory depends on what goodies your mercenary pals have purchased or whatever supplies you've been given by your employer days prior to the operation. (In other words, it's completely fucking random unless an admin is involved.)

Radio Uplink

The radio uplink is a remote item teleportation device which you'll find it on the armory floor. It can be used to summon various items out in the field which will aid you in your plan. However they run off tele-crystals and you have a finite amount of crystals to work with.

Recommended purchases:

  • Electromagnetic Card (Emag) - Allows access to all restricted areas and multiple ID locked terminals. It also breaks and tampers with many other kinds of electronics, ranging from arcade machines to the AI.
  • Plastic Explosive (C4) - Very useful for gaining access to anywhere when subtlety is not needed.
  • Agent ID - Allows you to set your character's name and job title to anything. Useful for impersonating officials. It can also copy access from other IDs.

You may also consider other items like the Teleporter circuit board for allowing quick and easy access to the station's many restricted areas.

Traveling

So, you're all geared up, have a plan, and are raring to go? Then go ahead and board your shuttle and don't forget to close the airlock behind you. Once aboard, use the shuttle's control panel in the cockpit to move to the station. You'll also note a cloaking device button, which if disabled, the station will receive a warning about an unknown ship heading their way, which will probably make life difficult for you. There are various positions you can fly the shuttle to around the station, including the Telecommunications satellite and the mining asteroid. If you can convince the crew your intentions are peaceful, you might even be able to dock with the station.

Communicating

Your headsets have an additional channel added to communicate with your fellow teammates. You can access it by using ':t' or ':h' in your message. This channel is private to your team only, thus confidential.

Useful information

All fellow mercenaries have a large S next to their player in-game, so try and avoid shooting them by mistake, especially while in disguise.

Nuclear Sabotage

If your mission involves destroying the station, you will notice on the table of the room in which you wake up is a sheet of paper with a code written on it. This is the nuclear code; a code used to activate a nuclear device alongside a NuclearDisk.gifNuclear Authentication Disk. This is typically your fall back plan should Plan-A fail.

Have all fellow agents been killed, or have you just been met flat out unbeatable forces? Then it's time to use Plan-B. Activate the station's Self-Destruct Device. To use it, you're going to need a few things.

The nuke disk NuclearDisk.gif is typically stored by the Colony Director somewhere. Luckily you have a pinpointer device from the armory to help you locate it should the Colony Director become indisposed. Simply click on the pinpointer to activate it, then follow the arrow on its screen to find the disk.

Also, the nuclear code from earlier comes into play now, so if you forgot it or lost it then stop reading now, go sit in the corner, and be ashamed of yourself. If not read on.

Now that you have the disk and the code, return to your shuttle and grab the Nuclear Device located in the back of the ship. Keep in mind that the nuclear code you received at the start of the round will only work with this nuke and will not work with the station's nuke or any others.

Bomb Initiation Club

Once you've found an appealing place for your nuke, you'll need to properly set it up. Simply follow this handy and simple guide to activating a nuclear device:

  • Right click the device to open it's control panel.
  • Make it deploy-able.
  • Click it with your open hand.
  • Place the Nuke disk into the slot.
  • Punch in the nuke code, hit enter.
  • Set the time.
  • Set it to Armed.
  • Disengage the anchor.
  • Have it timing as you run off with the thing (if you die it will still go off).
  • Place the nuke anywhere you want on the station.
  • Anchor it.
  • Take the Nuke Disk out.
  • Either Guard the disk, space the disk, or something to throw off the crew's pin pointer.
  • Get back to your shuttle.
  • If any other nuke agents are alive, give them a moment to get to the shuttle.
  • Once you and your buddies are loaded in the shuttle, get out of there.

IMPORTANT: In order to destroy the station, the nuclear device has to actually be on-board the station somewhere or the vacuum of space will render your device powerless. The Solars, Engineering Outpost, or the Research Outpost do not count.

Tips

  • Try and subvert the AI, as it can easily give you away early game, making your life a hell of a lot harder.
  • Try and take hostages, as security and command will be more willing to listen to your demands when you have leverage.
  • Don't be afraid to intimidate the crew a little, just don't wordlessly murder crew without any roleplay as it's considered very bad form and may even lead to a ban.

Template:Antagonists

Jobs on Vorestation

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Command Site Manager, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Engineer, Atmospheric Technician
Cargo Quartermaster, Cargo Technician, Shaft Miner
Medical Chief Medical Officer, Medical Doctor, Paramedic, Psychologist, Chemist,
Science Research Director, Scientist, Roboticist, Xenobiologist
Service & Civilian Intern/Visitor, Bartender, Botanist, Chef, Chaplain, Command Secretary, Janitor, Librarian, Pilot
Station-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse
ITV Talon Talon Captain, Talon Pilot, Talon Guard, Talon Doctor, Talon Engineer