Enforcement Guide ErisEn

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Ironhammer Security is hired by the Captain aboard the CEV "Eris" to provide both security and protection for the expedition. Their mission is to protect the ship and it's crew from outside hostiles while also keeping the peace between the various factions on the ship.

This page serves as a go to read for anyone wanting to play as an Ironhammer Security Operative and primarily focuses on what IHS does when there is no clear threat to the ship.


Teach combat or it's mechanics on the CEV Eris

Demonstrate methods of powergaming the IHS roles

Creating a pretext to start a civil war on the ship

Be a set of hard rules to follow unwaveringly

The Agreement

Anyone working for Ironhammer Security (IHS) must understand The Agreement, what it means and how to enforce it. The Agreement is a combined document and charter that every organization aboard the CEV "Eris" abides by to prevent each faction from becoming hostile to one another. Vagabonds are the only members throughout the ship who may or may not have any idea what the Agreement is about.

IHS Operators answer to the IHS Commander IN ADDITION to the Captain of the Eris. IHS Operatives are to follow the orders of the Captain when doing so would not contradict the directives of the IHS Commander.

Though IHS is charged with enforcing the laws under The Agreement, the situation on the ground may require creative interpretation and initiative by the responding Operative(s). As such, the penalties under the Agreement should not be taken as absolutes, nor should the laws be interpreted literally. This does not mean that the Operative should be excessive in dealing out punishment, only that they have the leeway to be harsher or lenient as they see fit.

What If The Agreement is Altered?

The Agreement in mechanical terms is only enforceable as is possible with human interaction. The Captain may make a statement to alter the Agreement or replace it entirely. In cases where the Agreement is significantly altered, discuss with fellow IHS staff before taking drastic actions. In character such changes may result in demands for better remuneration or other concessions from the Command staff. Seizure of the ship or otherwise overthrowing the Command staff should be seen as a last resort option.

Starting a coup d'teta as IHS frequently ends the round. Even in the case where the coup fails and the round continues, late joining IHS players will suffer for the consequences of your actions.

Using the Brig

Guilty criminals often face penitentiary time as part of the punishment for their crimes. This time is served in the IHS brig inside IHS HQ. To secure a prisoner inside the brig, follow these steps.

  1. Set the door cell timer by interacting with the cell's console display.
  2. Place the stripped and restrained prisoner inside the cell.
    1. High risk prisoners may be implanted with a tracking and/or chemical injector devices to assist in future apprehensions. These can be found by the Armory lathe.
  3. Have all IHS staff exit the cell then close the doors by activating the time from the cell console.
  4. In the case that a prisoner is being unruly IHS staff may suppress the prisoner with pepper spray, a wall mounted flash or the variable temperature shower.
  5. Once the prisoner has served their time, escort the prisoner out of IH HQ and return their equipment minus contraband.

The Blue Paragraph

The Blue Paragraph represents effective misdemeanors and petty crimes including but not limited to:

  • Theft
  • Trespassing
  • Vandalism
  • Assault and/or Battery

Due to the minor nature of these crimes, it is not recommended to strictly enforce the suggested penalties listed in the Blue paragraph against members of the ship's command staff (Captain, First Officer, Biolab Officer, Expedition Overseer, NeoTheology Preacher, and Merchant). Alternate forms of redress for these violations may be considered by Operative(s) at the scene of the crime.

Blue Paragraph

Title Description Penalty
Theft Unlawful possession or seizure of property of any inhabitant or organization aboard the CEV Eris. 7 minutes

1400 credits

Fine should be applied to every consecutive stolen item regardless of brig time, and property should be returned to its rightful owner or parent organization.

Battery Any attack or unwanted intrusion on another person not considered self-defense, regardless of injury caused. 10 minutes

3000 credits

Felony assault Attack on person using lethal weaponry and equipment, attack on Ironhammer personnel, assault causing serious body harm and prolonged medical treatment. 20 minutes

8000 credits

Vandalism Damage to any property - windows, airlocks, vital equipment - etc. 7 minutes

1200 credits

Infiltration Infiltration into restricted areas without access or permission, breaking and entering. 5 minutes

700 credits

Culpable Negligence Dereliction of duty, disobedience of orders, commission of crime against employing organization. May only be enforced at the specific request of an organizational head 7 minutes

700 credits

In case of dismissal forfeiture of property should be accomplished.

The Red Paragraph

The Red Paragraph represents major criminal actions such as but not restricted to:

  • Murder
  • Sabotage
  • Forced Conversion
  • Mutinies and/or Collaboration with Prohibited Parties
  • Unsanctioned Mutants

IHS reserves the right to punish ANY member of the factions for violation of the Red Paragraph regardless of position. When it comes to the Captain of the ship, an operative should use their discretion or leave the decision to an Inspector, the Gunnery Sergeant, or the IHS Commander.

Red Paragraph

Title Description Penalty
Murder Bringing to clinical death, regardless of whether a person was brought back to life or not. Incarceration

Capital punishment at the discretion of Captain and Head of an accused’s organization.

Forced Conversion Conversion to NeoTheology without express consent. 20 minutes

14000 credits

Sabotage Wide-scale damage to hull plating, destruction of crucial equipment or other severe damage to the vessel. 25 minutes

2000-60000 credits dependent on damage.

Capital punishment at the discretion of Captain and/or Head of an accused’s organization if damage is extensive.

Collaboration with prohibited organizations, mutiny Any prohibited organization, such as Excelsior and other terrorist groups, this includes the use of prohibited equipment that is not authorized. Incarceration

Capital punishment at the discretion of Captain and/or Head of an accused’s organization.

Unsanctioned Organisms Creation of or existence as a mutant, changelings and the likes of, creation of unlicensed shipboard AI or lawless synthetics. Reversible genetic damage is not equivalent to mutation for the purposes of this law. Uncompromising termination of organism.

Capital punishment of Creator at the discretion of the Captain, otherwise permanent incarceration.

IH Basics

IHS is surprisingly more involved than simply clicking on a suspect until they go horizontal. As important (or more important depending on point of view) is the ability to work with other members of the IHS staff and navigating the general mistrust of IHS ingrained into the crew. It is expected that due to the MRP label associated with the server that IHS members at least make a minimum amount of effort to create and follow investigatory procedure when responding to a crime.

Example Basic Procedure #1
  1. Person A has shot Person B, killing them. IHS Operatives respond to the crime.
  2. IHS Operatives secure the scene and round up witnesses. Person A obliges the Operatives' request to stay at the scene of the crime until the investigation concludes.
  3. IHS Operatives get statements from all witnesses.
  4. Witness testimony reveals that Person B stabbed Person A and Person A unloaded their Slaught-o-matic into Person B, killing them.
  5. Person A is released as they were acting in self defense, and their records updated to show they killed Person B in self defense.
  6. Person B's effects are taken as evidence with any stolen equipment returned to their owners.
  7. Person B's ID is secured for termination by a member of the Command Staff. Remaining equipment is taken as evidence.
  8. (Optional) Evidence is distributed to Operatives who did the investigation.

As demonstrated in this case, Person A acted in self-defense and is a free person. A less thorough investigation would have had Person A arrested. This could start a firefight as witnesses would see an innocent person arrested by lazy officers. Since procedure was followed everyone goes on and the Operatives are rewarded with the dead person's loot.

Example Basic Procedure #2
  1. Person C is killed by an unknown assailant. IH Operatives respond.
  2. Operatives secure the scene and attempt to gather witnesses. An IHS Inspector arrives on the scene.
  3. No witnesses are found. IHS Inspector does a DNA swab and find a second DNA sample related to Person D.
  4. IHS puts out a warrant for Person D. Person C's effects are secured. All factions are notified of the wanted status.
  5. Person D shows up in Moebius Medical for treatment. IHS Operatives respond, asking medical staff to stall for time.
  6. Person D resists arrest, IHS Operatives engage.
  7. Person D dies in Medical. IHS Operatives secure the body and effects as evidence.
  8. Person D's ID is secured for termination by Command Staff.

In this case the assailant was an unknown until the Inspector made a positive ID on Person D's DNA at the scene of the crime. Person D was not immediately available for arrest however. By making an outstanding warrant and quietly notifying the crew, IHS has managed to find the culprit. As Person D resisted arrest, their death was unfortunate but necessary. All parties should be satisfied with minimum risk to IHS employees.

The IH Paradox

When it comes to working with your fellow IHS Operatives, there are two paradigms to follow:

  1. You must always rely on your teammates: an operative's greatest strength is their fellow operative.
  2. You must never rely on your teammates: the average operative is dumber than a rock and will hamper you.

What this means in plain English is that bring backup, but don't expect them to save the day. Whether it is making an arrest, raiding a suspected Excelsior cell or just patrolling the halls of the ship, try and bring a buddy. Despite this, do not get complacent with your backup - one dead operative can easily turn into two or more when dealing with a cunning antagonist and/or their buddies. As such avoid creating situations where multiple Operatives can be downed at the same time such as advancing down a 1-width corridor or standing directly adjacent to an allied Operative.

(Un)Common Sense

For many unsuspecting Operatives the first and only piece of advice they are give is "Shoot first, justify later". While this can be valid advice given the nature of a carrying crew, the situation is usually more complicated than that. One of the best indicators that a shoot-first mentality is valid is the ship's alert system. We will return to the subject of alerts later.

Sarge, I Think the Alert Level is Wrong

This being Eris of course the crew is often less than professional. As with all things, if you think the alert is wrong or you think the situation is going to be dangerous use your brain. Draw your weapon during Green Alert as necessary, use lethal force in defense of yourself and the ship. The following quote sums up these cases nicely.

"They are more like guidelines than what we call rules."

On the complete opposite end of the spectrum from "shoot first" is the sadly-underutilized social interaction of asking politely but firmly. Playing nice doesn't just help with getting people to comply with reasonable requests, but also helps build your reputation as an officer who has their head on straight. If you act rationally, makes rational requests and escalate only when necessary the rest of the population is more likely to listen to you surprisingly enough. Barging into a faction's home turf guns blazing is a quick way to get shot at with lethal intent, regardless of whether you had good reason to or not.

Speaking of reasons, it is important to communicate clearly and effectively why IHS is here. Declaring why a person is being detained and giving them a chance to surrender peacefully (or at the very least submit to being cuffed in the case of extreme paranoia) is considered "legitimate and professional" thus enhancing your status as "reasonable cop". This also keeps (the legitimate) members of the suspect's department from acting up when you take them in. Bring them in, do your thing, let them go without treating them like an asshole, and I can guarantee they will not jump you with lethal ammo while you are taking a break in the club.

So when should an Operative take off the kid gloves and break out the lethals? Generally when the ship is at Red Alert, when the perp starts shooting back or when the perp attempts to run away. Granted, all these situations are incredibly obvious but it is worth understanding that these are the most basic reasons. There are hundreds more that are not documented so USE BEST JUDGEMENT. IHS Operatives have several of options for stunning or disabling most targets ranging from the humble Martin to flashbang grenades to the simple grab. Use the tools that best fits the situation and goals.

  • Being heavy-handed without good reason bands the crew against IH and then the entire department gets mobbed
  • Don't use lethals without good reason; you have stun tools available to you and people appreciate not being taken out of a round for small crimes
  • Divide and conquer by communicating reasons for arresting or use of lethal force; if you have good reason to arrest/kill most people are happy to at least stay out of the way
  • Use your brain you reprobate. Blindly following advice without considering context makes you an absolute tool


All official, first-party contractors of IHS (aka no mid-round hires or subcontractors) have access to a special tab of commands known as Codespeak. By clicking on a verb an Operative may report several bits of accurate information without having to type it out or reference their PDA. Additionally this information is encoded such that any eavesdroppers on the channel will not understand what is being said. However it is important to note that the phrases available are not very complex and they cannot be used to form plans in their base state.

The following is a list of all code phrase verbs available to IHS Operatives. These verbs are broadcast over the security radio net unless they are identified as spoken in (local) proximity. Broadcasted verbs also include general location information (ie Aster's Guild Lobby). As code phrases are short, Operatives can reliably use these verbs even under the worst strain so long as they are conscious.

Code Phrase Verbs

(local) Attack? (local) Follow (local) Friendly Fire (local) No (local) Ok (local) Run? (local) Stay
(local) Stop (local) Use lethals (local) Use rubbers (local) Yes Area clear Assailant Backup
Burglary Carrion Dead guy Dead Operatives Excelsior Fuhrer roach HELP
Mutant No OK Roaches Serbs Shut up Status?
Suspect Suspect escaped Suspect in custody What? Wounded guy Wounded operative Yes

Equipping Yourself

A single click's reach away

As soon as a fight breaks out, the clock starts ticking. Having access to equipment becomes paramount when the time taken to perform an extra click is the difference between getting killed and surviving the fight. It is important to have quick and easy access to the gear you need when you need it, ideally without having to click through multiple inventories.

For every operative inventory management is critical. This part of the guide is intended to help identify what items to prioritize and recommended locations for those items.


The core of an Operative's loadout is their gear - gear enables access to additional equipment and abilities. The following are highly recommended and are available to all Operatives at the start of the round, either in the lockers or on the Operative's inventory:

Item Explanation


The humble satchel doesn't carry much but has a secret: it's contents can be accessed without moving it into an empty hand first. You aren't on the ship to grab loot or make it big; your job is to survive and hopefully let the rest of the crew survive as well. More experienced IHS staff may consider using backpacks instead.

Stun Gloves

Stun Gloves are an evolution of the classic Stun Baton and enable Operatives to stun entities by activating THEN touching the target. These are powered by a medium energy cell and use 100 power per 'stun'.

Ironhammer Tactical Hud

Enables the ability to view the wanted status of all crew in line of sight as well as their Wanted status. Also protects Operatives against flash-like effects.

Ironhammer Tactical Belt

The Ironhammer Tactical Belt can hold up to six (6) items related to combat or security, regardless of the item's normal bulk.

These are found in the Ironhammer Barracks or in the Armory and may run out of stock.


Ironhammer Gasmask

The Ironhammer Gasmask protects operatives against chemical attacks against the eyes in addition to being a mask for the purpose of internals mask.

These are found in the Ironhammer Barracks or in the Armory and may run out of stock.

Additional gear also comes recommended, but may not be immediately available to Operatives as a result of needing to be found or purchased at the Operative's expense.

Item Explanation
Holster-Waist.png Holster-Hip.png


Allows the storage of a sidearm in the uniform slot. Stored sidearms may be accessed by hotkey "H" by default. There is no difference in these holsters and operatives may pick and choose freely.
Pouch-GenM.png Pouch-EngTool.png Pouch-Medical.png

Pouch (various)

Allows the storage of various items much like a satchel but with a smaller inventory. What items these pouches can store varies based on the type. Placed in the Operative's pocket slots, these can be used as an extender of pocket space except for the Large Generic Pouch which goes in the suit or belt storage slots.

Implants and Prosthesis

One of the many things that become available as a round proceeds is access to various cybernetic prosthetics and implants. Prosthetics can be used to replace lost limbs or as upgrades to flesh and blood parts. Implants allow for access to various weapons and tools while taking up a minimum amount of space. These are all useful however they are beyond the scope of this guide.


Armor as the title implies protects the Operative against the various hazards on the CEV Eris. Operatives start with a set of Full Operative Armor and an Operator Helmet. This provides a basic level of protection against most common threats however as specific threats become identified Operatives should tailor their armor to best counter the equipment that the opposition is using.

Operator Armor family a basic level of protection, however it also has specialized variants with modifiers that indicate what they protect against and where that protection extends to.

Baseline Operator Armor provides average protection against ballistic, energy and melee weapons for the upper and lower body.

Modifier Effect
Full Covers Arms, Upper Body, Lower Body and Legs
Webbed Has an internal inventory space like a jacket
Bulletproof Increased protection against ballistic weapons
Ablative Increased protection against energy weapons
Riot Increased protection against melee weapons


Observant visitors to the Armory may notice that IHS has sets of voidsuits and an armored rig in storage. It is recommended that Operators DO NOT use these pieces of equipment. While Voidsuits are desirable for use in space operations, the average shift will not require spacewalks. Meanwhile said voidsuits typically provide less protection than actual armor and slow down their users.

The IHS armored rig is typically used for high-risk operations as there is only one available. It's loss is a significant blow the abilities of the IHS force on the CEV Eris.


Gears and Armor expand an Operative's abilities by enabling them with protection and space, however Tools are what define what an Operative can do with that Gear and Armor. The following are highly recommended and are available to all Operatives at the start of the round, either in the lockers or on the Operative's inventory:

Item Explanation


The humble crowbar is a versatile tool, capable of opening unpowered doors, jamming doors open or just being used as a crude bludgeon.
Screwdriver tool.png


The screwdriver is used to close up door electronic access panel, renabling the door assuming that is is powered and not bolted down. Also used to open up prosthetic maintenance panel for repairs.

Welding Tool

The Welding Tool has multiple purposes, allowing the sealing or unsealing of doors as well as being used as the primary method of repairing prosthetic limbs. Doubles as a lighter. Remember that Welding Tools need to be refilled periodically.


Handcuffs restrain a suspect's hands and prevents them from immediately reaching for a weapon or engaging in combat.


Zipties restrain a suspect's hands. These are necessary to restrain suspects wearing armored rig suits, however they may be used to restrain unarmored people as well. If a suspect escapes Ziptie restraints the ziptie is destroyed.


Any container to hold and deliver beneficial chemicals works really. The point is that Operatives should have basic healing tools for in the field treatment and stabilization. A simple glass of ground up poppies may mean the difference between dying in maintenance or making your way to Moebius Medical.

Operatives also have access to tools that while not mechanically useful, can be purposed to help communicate or otherwise enhance the experience for all involved.

Other tools

Item Explanation

Warrant Projector

Projects a warrant for arrest when shown to another person. Handy if in a rush.


A device that records a message and plays it back loudly on activation. By default when used it broadcasts "Halt, security!".

Police Tape

While not an actual barrier, it can be used to signify that a location is dangerous or otherwise should not be accessible to the general public.


Weapons are the final component to an Operatve's equipment. IHS has the best access to high-quality arms and armor at the beginning of the round. This lead in firearms and equipment quickly diminishes as the crew purchases, produces or find items on the ship.

This guide will avoid discussing the merits of the various weapons on the CEV Eris and instead will focus on tools available to Operatives without extra effort.

Weapon Explanation

FS PDW E Martin

The Martin is the primary ranged stun sidearm for Operatives. Powered by small energy cells, the Martin can stun or kill targets based on the fire mode.

FS HG .35 Auto "Paco"

The Paco is the basic IHS ballistic sidearm. .35 Auto is a very common ammunition type and can be easily obtained.

These are found in the Ironhammer Barracks or in the Armory and may run out of stock.


FS CAR .25 CS "Sol"

The Sol is the primary rifle for Operatives. The Sol fires in either semi-automatic mode or in 3-round bursts. Alternatives include the FS Wintermute, Straylight and Bull.

These are found in the Ironhammer Barracks lockers and may run out of stock.


FS FBG "Sierra"

Frozen Star's contribution to the flashbang market, the Sierra creates a large blinding and disorienting effect shortly after being primed. Unlike the "Simon", this one is not blocked by full face masks.

These are found in the Ironhammer Barracks or in the Armory and may run out of stock.


FS TGG "Simon"

The other Frozen Star non-lethal grenade, the Simon releases concentrated capsaicin shortly after being primed. Unlike the "Sierra", this one applies a pain effect due to it's payload.

These are found in the Ironhammer Barracks or in the Armory and may run out of stock.


FS SG "Reynolds"

Frozen Star's smoke grenade option, the Reynolds releases a cloud of smoke shortly after being primed. Utility grenade, but does not directly disable opponents.

These are found in the Ironhammer Barracks or in the Armory and may run out of stock.

Ammunition and Access

Without ammunition most firearms become very pretty bludgeons. Take ammunition and magazines appropriate to the weapons you use. For IHS Operatives the barracks secvendor machine provides a large quantity of rubber bullets free of charge on top of any magazines or ammunition packets in the lockers. It is recommended that new Operatives take .25 Caseless Rubber as the primary ammunition for their "Sol" and .35 Auto Lethals for their "Paco" as a backup unless there is a clear and present need to be fully armed with lethal ammunition.


Loading up with ballistic weapons brings up the question of what type of ammo to bring. IHS is often recommended to bring mostly Rubber or other non-lethal rounds with 2 magazines of lethal ammunition for emergencies. Despite the low BRUTE damage of Rubber rounds, they plentiful in the Ironhammer Barracks and are less likely to cause damage to fellow operatives in the case of friendly fire or stolen equipment. As with everything, USE BEST JUDGEMENT when deciding to fill up on lethal or non-lethal rounds.

This guide is intended to encourage arrests during normal ship operations (status green and blue), rather than having Operatives resort to lethals at all times.

Spare power cells for the Martin (small) and Stun Gloves (medium) also would not go amiss.

Once you have decided what items to bring it becomes important to decide which containers they should go in for best access. Again, use your best judgement but as a generalization 90% of the time Operatives will have their Satchel selected as their active container. As such it is recommended to place high-priority items such as ammunition, basic tools and medical supplies in the Satchel. Middle-priority items such as pepper spray or flashes or flashlights are recommended for unoccupied pockets. Finally low-priority items such as cuffs, zip-ties can go in any other container clothing (ie Tactical Belt or Pouches).

Goal is to down the targets, disable their ability to resist once downed, then restrain and detain them in that order. Medical treatment of a downed suspect or wounded allies is recommended for after the targets have been restrained.

An Example Setup: Active container is the satchel. More optimized setups exist, use at own discretion.

Bring the following when going into a hazardous area (everywhere):

  • Basic Guns with both nonlethal and lethal magazines
  • Basic Stun Gun with extra small and medium power cells
  • Armor vest and helmet with Internal Oxygen supply
  • Basic repair and engineering tools (crowbar, welding tool, screwdriver, cable coil)
  • At least one of each type of restraining tool (handcuffs and zipties)
  • Container of various beneficial chemicals of choice, consume contents to heal

Remember, 3 D's: Down the target with attacks, Disable them with a flash or pepper spray, Detain them with restraints.

Clear and Present Danger

"EXCEL" - unnamed vagabond, CEV Eris

Clear and Present Danger primarily refers to cases when hostile contact is confirmed and actively destroying the ship and it's crew. In more common terms it is known as status red or martial law - where in order to protect the ship and it's crew IHS is (technically) in charge.

For most Operatives it is time to rearm. Previous sections of the guide become less relevant here as Operatives are no longer looking to take enemies alive and instead are charged with safeguarding the ship by stopping the problem by any means necessary. Ideally in this case the IHS Gunnery Sergeant, IHS Commander, First Officer or Captain has opened the lower armory however it may be necessary to force open the display cases. In the case that the Armory is blocked, captured or otherwise unreachable weapons and armor should be procured from other sources such as the Asters Guild. Prioritize the following equipment, ditching nonessential items as necessary:

  • Lethal Ammunition and additional reserve magazines
  • Armor tailored to the opposition's weapons
  • Grenades or other explosive devices
  • Combat Stimulants and extra Medical Supplies

Operatives are encouraged to bring internals and basic engineering tools in addition to the combat-related equipment as the target usually will compromise at least part of the ship's structure in order to survive. Additional specialized gear may be taken from the armory as necessary, check in with other members of the IHS team before walking out with half the equipment in storage.

In addition to changing the rules of engagement, these situations technically gives all IHS Operatives the powers to search, detain or otherwise direct the crew until the crisis has passed. That being said, the crew of the CEV Eris is essentially a tinderbox of several private armies by the time a clear threat emerges. Operatives with bad reputations may be met with suspicion or outright hostility as paranoia runs rampant. While it is still recommended for Operatives to solicit the help of the crew, time is of the essence. Operatives are authorized to break into, detain and kill whatever is necessary to protect the ship. In the case an Operative is unsure of what to do they should refer to their superiors for direction and advice, then decide on the best course of action whatever it may be.

Whatever it takes to stop the threat Operative. Protect the ship, protect yourself, protect the crew. Do what must be done.


Whatever it takes to stop the threat Operative. Protect the ship, protect yourself, protect the crew, in that order. Do what must be done. Head Ape Out.

Misc and Helpful Tips

  • IH is typically at a disadvantage in most engagements as the crew defaults to loading lethal rounds the majority of the time. Judge a situation before starting a firefight as a dead Operative enforces nothing.
  • Shooting arms forces the target to drop whatever they were holding in that hand at the time. Two Operatives shooting opposite arms can disarm a target with just a stun shot from each.
  • Hitting a target with laser blasts slows them down, allowing for faster apprehension.
  • Keep at least a tile distance between yourself and another player. Grabbing is an incredibly powerful tool in Eris combat and many of the most devastating abilities an antagonist can use require physical touch.
  • Be careful when talking. Unscrupulous antagonists (and other entities) are not above attacking while you are typing out responses. If possible set up macros for frequently used text lines.
  • Despite not being a formal faction, Vagabonds frequently have an unspoken code of silence and are incredibly resilient.
  • Understand first aid. Dragging wounded entities applies additional Brute damage. Fine if you don't care if they live or die, but it can kill an ally who would otherwise make a recovery with the right care.
  • Moebius Medical is a primary target for almost all antagonists. Section II is generally popular for setting up an Excelsior base.
  • Bring a syringe or container of basic healing chemicals such as Bicardine, Kelotane and/or Space Drugs. All these chemicals can be found when grinding up certain plants. Note that ingesting chemicals by drinking or eating them is 20% less effective than injecting them.
  • Manage sanity. Much like other forms of damage, going into a fight with low sanity is gambling with your life.
  • Recover and recycle equipment of fallen allies and enemies. IH equipment is often mid-tier at best but no reason to give away free resources.
  • Death Alarm implants are worth getting. Even if you die your alarm should go off alerting other Operatives that a threat is active, assuming that it is still connected to your body at time of death. As such implant the Death Alarm anywhere BUT in your head.

  • Whatever you are going, always watch closely your target regardless if you are arresting, interrogating or shooting them. It can mean the difference between your success or demise. A distracted operative is dead weight and free loot.
  • No matter if you are taking someone in peacefully, always be ready to draw your gun and keep your mouse on your rifle. People love to gun you down suddendly and treacherously, and especially when you are typing (intentional or not).
  • Use common sense. Don't risk your life and equipment against impossible odds, don't over extend without support, don't travel with guns out when not in combat or about to be (mostly because you can be knocked down and robbed of your gun).
  • Nothing kills an operative faster than misjudging the situation. Take your time to read the room and assess who you should shoot and who you should not. It's bad to kill the one person on your side, and having the antagonist kill you while you are with your guard down and wounded, and it's even worse killing an innocent or someone that will cause an uprising. Don't be anxious to validhunt.
  • Keep your distance. It applies to any role. Much like in real life, if someone gets right in your face, he is likely planning to shank you, disarm you or grab-fu you.
  • Learn all about grab combat, stuns and knockdowns. Flash + cuffs does not work on eris, they can crawl away and reset the cooldown. Against someone actively resisting, a full knock out or pain crit is required to restrain them. Also great is dislocating limbs: red grab someone, harm intent, and click on them when selecting a limb.