User:Studenterhue/Nanotrasen Security Operative
After the destruction of Space Station 12, Space Station 13's administrator decided to increase security and requested that their higher-ups send a Nanotrasen Special Operative, an elite enforcer with years of experience under their belt and a famous hi-tech weapon next to it. Unfortunately, due a clerical error, NT gave them a Nanotrasen Security Operative instead, sending some poor unfortunate bastard who just finished their training and arming them with old surplus weapons that were theoretically supposed to be scrapped, not reused or resold to shady dealers.
That's not to totally dismiss them, though. NT Security Operatives have absolutely earned their position. Anyone plays this late-join only job either:
- A) has the game knowledge and trustworthiness to be a Mentor and thus have the privilege to try this job on Fridays or:
- B) has the security expertise to be a Head of Security full-time and thus have this job always available.
which in both cases are respectable positions to be in. While there are better alternatives to their starting equipment, their armament ensures they're ready to bring order to chaos as soon as the moment they arrive.
Integrity & Trust, Service & Order: Your Duties
same as hos duties, basically this is speculation based on the fact that it's kinda a HoS alternative, not actual admin decree though
As a Nanotrasen Security Operative, you share the same duties as all Security personnel, which can distilled into four virtues that neatly spell out NTSO if you capitalize them a certain way:
- iNtegrity: Communicate and cooperate with your fellow Security personnel and be each other's keepers. Is someone executing suspects without permission from higher-ups? Running around with weapons drawn when they don't intend to use them? Detaining people for longer than necessary? Incompetent and tyrannical Security hurts everyone, especially Security, and if you don't speak out about it, who will?
- Trust: Show the crew you're someone they can rely on and trust. When they're wounded and dying, bring them to Medbay and give them aid. Most importantly, when they call for help, answer. Speaking of which...
- Service: Enforce Space Law to the best of your ability. It's not always easy, and the best choice isn't always clear. There's times it's better to leave the guy making flamers alone so the crew can fight the Blob or to let a guy who keeps taking people's shoes free so you can focus on capturing a guy who's taking lives. That Staff Assistant might call you "shitcurity" for arresting them for hacking into Chemistry, but the Scientists there will be infinitely thankful that they won't have to worry about break-ins for a while thanks to you. Sometimes, you have to decide between pursuing a mad bomber who's crackling maniacally over the radio or a silent assassin who keeps leaving fiber wire victims in their wake. It can be tough, but if you've made it far enough in your Sec career to earn the privilege of being NTSO, you can no doubt handle it.
- Order: At the end of the day, Security is a force of order against the chaos spread by antagonists and other crimers. The interaction, particularly conflict, between Sec, crew, and antags creates the dynamic that drives the round. The more people involved, and the more they participate, the more fun everyone has!
In terms of authority,...
come to think of it i don't know if the NTSO has the authority to for stuff like authorizing executions like the HoS does
Ready to Kick Ass & Take Names: Your Equipment
Don't forget, you start with a Captain-level ID. While you can't access the Armory or its contents without giving enough authorizations at the armory auth computer like the other Security personnel, you can still use the SecTechs and Sec equipment lockers.
That also means your ID can modify people's ID cards at ID computers and can thus upgrade yourself to all-access. You can also give your fellow Security members, and anyone else for that matter, Captain-level access too.
You start with a Clock 188, a 18-round kinetic pistol with single-shot and three-round burst modes, and an ammo pouch with five extra magazines for it. This is an interesting weapon, in that it's basically trying to be a nonlethal kinetic weapon, that also can serve as lethal, as strange as that might sound. Rather than stuns, it inflicts rather negligible stamina damage and Slowed, which significantly reduces movement speed, even when sprinting. Because it fires kinetic bullets, it also causes bleeding and inflicts Staggered, which also slows people down even when sprinting, though not as much as Slowed. It's often perceived as a joke, but it can be a surprisingly serviceable joke when used well.
Some aspects of the Clock put it a cut above the rest. Its bullets cause a fair bit of bleeding, and bleeding can useful against people who can teleport to escape getting stunned (e.g. Wizards or are using drugs to make themselves harder to stun. In addition, the Clock fires much faster than the taser, and unlike the taser, its shots can hit people lying prone on the ground. Plus, it has ample magazine size, so you can afford to miss a few shots or shoot someone a few more times to secure an arrest, and it's faster and easier to get more mags for the Clock than to buy/craft more cells for an energy weapon or wait for it to recharge.
That said, the bleeding is sometimes unwelcome, and while each bullet is weak, the damage can stack up, so like the riot shotgun, it's more less-than-lethal than nonlethal. Ammo is also limited, but you do have quite a bit. Each magazine has 18 rounds, your gun starts fully loaded, you have five magazines in your pouch, so you start with 108 on your person. Each SecTech has 2 mags, so you have 36 more shots in each one, and the AmmoTech has 3 more, though they're behind HoS-access by default. Each map has at least one SecTech, and every map except Atlas has an AmmoTech, so you have at least 90 more shots, bringing you up to a total of 198 shots.
The bullets' movement penalties can potentially allow the Clock to substitute for a taser in the classic taser-stun baton combo. Shoot a perp with it, walk up to them while they're reeling from the slowdown from Slowed, Staggered, and injury penalty, then wack 'em with a melee stun, say from your starting baton. Don't forget to heal the brute damage and bleeding afterward though. Then, after detaining them, you can rub it in their face by giving them twenty (swirlies).
If there's a rampager hopped up on stims, some asshole teleporting around killing people, or some other situation that requires lethal force, try sending Clock bullets their way and let them bleed out. The longer you keep them from aid, the better.
Compared to your starting pistol, your extendable stun baton is comparatively simple. It's just like a regular stun baton from the sec weapons vendor, but with only a 150 PU battery, which translates into 6 uses at max charge. Speaking of charge, you can't swap out its cell, but it recharges by itself. This reduces your dependence on rechargers,which might be hard to come by if the station is bombed. As with its bigger brother, it's a melee stun weapon that works best if you hit them with a ranged stun and then baton them while they're slowed down, though it has a few things that help it stand out.
First, it can collapse to fit in your pockets, freeing up some inventory space in your backpack and/or belt item. You can activate it in-hand to extend it and ready it for attack; the order goes from collapsed->extended, on, inflicts stamina damage->extended, off, causes brute damage->collapsed. Protip: keep it at collapsed. Extending the baton will remind you to switch to the intent most appropriate for the situation.
Second, if you throw it at a perp while it's extended and on and land the hit, they'll lose a fair chunk of stamina, slowing them down and, depending on your luck, causing them to drop whatever items (e.g. weapons) they were holding; if it manages to take them below 0 stamina, it'll even knock them to the floor for a while. If you're quick, you might even be able to reclaim your baton and go in for a melee hit with it. If you don't land the throw...well, you just gave someone a free weapon. That they might throw back at you to stun you. Good thing you have another weapon, right?
notes on the extendable baton special attack: -expend 45.5 charge (maybe actually 50, maybe 45.5 occurs because cell recharges 0.5 PU immediately after attack) -creates spark cloud -appears to be similar to baton spark but with less range--maybe less disorient?
You conveniently spawn wearing an iconic blue NanoTrasen specialist helmet and combat dress. In addition to looking distinctly ~tacticool~, the whole set also protects you from Space and the Trench, with zero movement penalty. Combined with a high chance of getting an emergency O2 tank in the box in your (also special) NanoTrasen backpack (and access to EVA in case you don't get one), you're well-prepared for oxygen-less environments. While regular Security Officers might turn back at a hull breach, you can continue marching through, and if someone tries to escape into Space, you can pursue them.
Under the helmet and combat dress is an NT-SO jumpsuit, an equally iconic yet unfortunately blandly named turtleneck that's one of the few good things to come out of the Elite Security area. While its resistances and other stats are average, it's quite stylish and looks great on spacepeople of all skin tones, hair styles, and hair colors. Wear it proudly.
i like this vid but the reason it's here is because NT-SO is mildly military and this video is about military people being dumb. i guess you can also see a "NT-SO is trigger-happy, like the guy in the vid" link, but it's not really established in the player base or, more importantly, this page. shooting people and then batoning them is almost like what you can do in Deus Ex--maybe something like that? ideal vid: clip from a special forces military humor show