Difference between revisions of "User:Studenterhue/Nanotrasen Security Operative"

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(Add updated images for Clock 188)
(extra notes on baton special)
Line 41: Line 41:
  notes on the extendable baton special attack:
  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)
  -expend 45.5 charge (maybe actually 50, maybe 45.5 occurs because cell recharges 0.5 PU immediately after attack)
  -creates some sort of spark cloud
  -creates spark cloud
  -maybe causes some burn
  -appears to be similar to baton spark but with less range--maybe less disorient?
-stam damage: ????


===The Operative Suit [[Image:NanotrasenSpecialistHelmet.png ]] [[Image:Ntso spec.png]] ===  
===The Operative Suit [[Image:NanotrasenSpecialistHelmet.png ]] [[Image:Ntso spec.png]] ===  

Revision as of 04:56, 29 February 2020

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

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 Head of Security-level ID. You can access the Armory and open the crates and lockers within, on top of all the Security equipment lockers and SecTechs in Security.

You can also modify people's ID cards at ID computers and can thus upgrade yourself to all-access. Beware: as with HoS, using the Captain preset access group will take away your Armory access. Instead, either get a spare ID card, set it to your name, your job title, and Captain access, and use it as your main ID while keeping your original in case you need to use the Armory or simply add access levels one at a time on your starting ID.

The Clock 188 Clock188TanV2.png Clock188BlackV2.png

You start with a Clock 188, a 18-round kinetic pistol with single-shot and three-round burst modes, and an ammo pouch with three extra magazines for it. It does a bit of stamina damage and can thus inflict Disorient, but much less so than the taser. It also inflicts brute damage, so it can used when lethal force is needed, but it's less damage than most other guns, such as phasers. This gun's considered a joke by much of the community, and its creator, kyle2143, once admitted that it's rather weak.

It's not completely useless though. Clock bullets cause a fair bit of bleeding, which has a few applications. For one, stamina boosts mean nothing if they can't stop blood loss. If there's a rampager kitted out with several cyberorgans and/or hopped up on stimulants on the loose, try sending a couple of Clock bullets their way and let them bleed out. You can do the same for suspects who can teleport, such as Wizards. Then, after detaining them, you can rub it in their face by giving them twenty (swirlies).

Otherwise though, it's a rather situational weapon, and it's probably better to stick with a taser for most situations. If you want to use it as a main weapon, try using combining it with a stun baton or your starting baton. Shoot a perp with it, walk up to them while they're reeling from the injury slowdown and slowed movement from Disorient, then wack 'em with your baton. The nice thing about the Clock is its ample magazine size, so you can afford to miss a few shots or shoot someone a few more times to secure an arrest. Don't forget to heal the brute damage and bleeding afterward though.

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 equipment lockers, 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 NanotrasenSpecialistHelmet.png Ntso spec.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 

Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus