User:Studenterhue/Nanotrasen Security Operative

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NanotrasenSecurityOperative64.png

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

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!

The Chain of Command and You

The NanoTrasen Security Operative is first and foremost a member of the Security Department, this means that you will need to adhere to Space Law and the station security's Chain of Command. Below is a very abridged version of what that looks like specifically for you:

  • Command Staff: (Captain, Head of Security, Head of Personnel, Chief Engineer, Research Director, Medical Director)
  • NanoTrasen Security Officer: (That's you!)
  • Security Officer

So as a part of the Security Department you should obey orders from your Head of Security and Captain, should the HoS be unavailable or dead. If anything, think of yourself as an Executive Officer or Lieutenant for the HoS, carrying out their orders and assisting them. In terms of your own authority, you can authorize executions, but only if the HoS and Captain are unable to. You should be as judicious about it as you would when playing HoS, probably even more so because you have less authority than the HoS or Captain.

Ready to Kick Ass & Take Names: Your Equipment

Don't forget, you start with normal acesss Security Officer + Bridge access. 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.

In addition to the gear below, you also get a pair of SecHUDs and secbelt.

The Clock 188 Clock188TanV3-32x32.png Clock188BlackV3-32x32.png

You start with a Clock 188, a 18-round kinetic pistol with single-shot and full-auto modes. This is an interesting weapon, with an interesting history, in that it's less-than-lethal gun that can also serve as a regular lethal one, as strange as that might sound. Rather than stuns, each bullet inflicts rather negligible stamina damage and Slowed, which significantly reduces movement speed, even when sprinting. They don't cause bleeding, but since it's a kinetic bullet, it does inflict Staggered, which also slows people down even when sprinting, though not as much as Slowed.

Some aspects of the Clock put it a cut above the rest. Even in single-shot, the Clock fires much faster than the taser, with the full-auto mode firing even faster if you click quickly enough, and unlike the taser, its shots can hit people lying prone on the ground. Plus, its ample magazine size means 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.

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 afterward though. Then, after detaining them, you can rub it in their face by giving them twenty (swirlies).

That said, while each bullet is weak, the damage can stack up. Ammo is also limited, but you do have quite a bit. Each magazine has 18 rounds, and you start. 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 108 shots.

The Extendable Stun Baton ExtendableStunBaton.png

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?

The Operative Suit NTSOHelmet.png NTSOSuit.png

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.

Supplementary Video

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