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games:sc13:crew_positions:mercenary

Mercenary

  • Access: Everywhere, provided you have a brick of C4 or an Emag handy
  • Qualifications: Not defined
  • Employers: Not defined
  • Supervisors: Your Employer
  • Duties: Be creative! Kidnap crew, Sabotage and steal vital equipment, the possibilities are endless!

You're a ragtag hired gun; you've been hired by a corporation to deal with one of their most influential and well funded opponents: NovusCorp. Together with your team you're going to help your hirer's company return to the top of the stock market and make sure NovusCorp falls to the bottom.

A team of highly trained and deadly mercenaries has been hired to head out to ensure the share holders re-consider their views on the almighty NovusCorp. Luckily the mercenaries have access to a wide range of tools to assist them on their mission. Ranging from a simple revolver to the advanced energy crossbow you have the tools to get the job done.

Extended skillset - You are equipped with whatever skills you need to achieve your objective, and no more.

2.6 Communicating 2.6.1 Useful information 2.7 Nuclear Sabotage 3 Bomb Initiation Club 4 Tips 5 Key notes about hostage taking:

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 takes control of the situation which is perfectly okay, provided they're sensible about it.

The Nuclear Code

You may 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 when used alongside a Nuclear Authentication Disk. This is typically your fall back plan should Plan A fail.

Suiting Up

The high tech mercenary shuttle you use to fly in comes with a variety of infiltration equipment like a half finished teleporter and a cloaking device!

Now before you run nilly willy into the station, you'll discover an armoury 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 armoury contents onto the shuttle should you need a spare as you won't be coming back once you leave.

Selecting Your Gear

Depending on your plan, your selection of gear may vary. Typically you'll want to take a standard issue C-20r Submachine gun. This firearm has a high rate of fire, can be used one-handed, greatly speeding up reloads, or enabling you to do things without completely letting your guard down, and is generally lethal. 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, also these eat through bullets like engineering does metal so use it sparingly. You'll also notice you also have access to an Ion Rifle, a weapon which has the ability to disable electronic devices. Especially effective against Cyborgs and crew with prosthetic limbs and organs. Additionally, 2 STS35 Assault Rifles can be found, harder hitting than the submachine guns, but requiring both hands to fire. One final standard weapon you'll find is an energy gun, a double edged sword - Stun mode which incapacitates and Lethal which is self explanatory. However these require frequent charging and have limited shots.

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

Recommended purchases:

  • Electromagnetic Card (Emag), allows access to all restricted areas and multiple ID locked terminals.
  • 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 to anything and job to anything. Useful for impersonating officials, also can copy access from other IDs. (You start with this already, but it's extremely important and deserves a spot here just to point that out.)
  • You may also consider other items like the Teleporter circuit board allowing quick and easy access to the stations many restricted area's.

Traveling

So, you're all geared up, have a plan and are raring to go? Then go ahead and board your shuttle and close the airlock behind you. Once aboard use the shuttle control panel in the cockpit to move to the Aurora. You'll also note a cloaking device button, if disabled the station will receive a warning about an unknown ship heading their way which may make life difficult for you. There are various positions to move the shuttle at the Aurora, ranging from the Telecommunications satellite and different holdings around the station.

Communicating

Your headsets have an additional channel added to communicate with your fellow teammates access it by using ':t' in your message. This channel is private to your team only thus confidential. Remember: You can change your headset frequency to 145.9 to talk on the common channel.

Useful information

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

The voidsuit can be placed in a backpack, useful for stealthier infiltrations with plans to go loud, or to carry one for a captured mercenary, when you move to spring him from captivity.

The cyanide pill (the one you spawn with in your box, yes that one) can be used for a quiet kill, rather than a desperate attempt to take your own life.

Nuclear Sabotage

Did your plan fail? Have all fellow agents been killed? or have you just met flatout unbeatable forces? Then time to use Plan B. It's time to activate the Self Destruct Device, or Nuke for short. To use it you're going to need a few things.

Remember the nuclear authentication I mentioned earlier?, it's typically stored by the Captain somewhere. Luckily you have a pinpointer device from the armoury to help you locate it should the captain 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 and sit in the corner and feel ashamed, if not read on.

Now that you have the disk, return to your shuttle and grab the Nuclear Device located in the compartment at the very aft 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 its control panel.
  • Make it deployable.
  • 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 do 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.

Tips

  • Try and subvert the AI; it can easily give you away early in the game, making your life a hell of a lot harder.
  • 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.
  • Key notes about hostage taking:
    • Keep the hostages somewhere safe and secure.
    • Remember to eliminate the hostage if the opposition does things you don't like.
    • Remember to have an alternative way out that doesn't lead through Security Officers.
    • Remember that security will still try to assault you.
    • The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.
games/sc13/crew_positions/mercenary.txt · Last modified: 2023/06/15 19:30 by wizardofaus_doku

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