Difference between revisions of "User:Nullaurelian/Enforcers Manual Reformat ErisEN Draft"
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! Item !! Explanation |
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− | | <center>'''Satchel'''</center> || 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. |
+ | | <center>[[File:Satchel-IH.png|64px|frameless|center]]<p>'''Satchel'''</center> || 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. |
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− | | <center>'''Stun Gloves'''<center> || 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'. |
+ | | <center>[[File:StunGloves.png|64px|frameless|center]]<p>'''Stun Gloves'''<center> || 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'. |
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− | |<center>''' |
+ | |<center>[[File:Goggles-IH.png|64px|frameless|center]]<p>'''Ironhammer Tactical Hud'''<center>|| 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. |
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− | | <center>'''Ironhammer Tactical Belt'''</center> || The Ironhammer Tactical Belt can hold up to six (6) items related to combat or security, regardless of the item's normal bulk. <p>'''These are found in the Ironhammer Barracks or in the Armory and may run out of stock.''' |
+ | | <center>[[File:TacBelt-IH.png|64px|frameless|center]]<p>'''Ironhammer Tactical Belt'''</center> || The Ironhammer Tactical Belt can hold up to six (6) items related to combat or security, regardless of the item's normal bulk. <p>'''These are found in the Ironhammer Barracks or in the Armory and may run out of stock.''' |
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− | | <center>'''Ironhammer Gasmask'''</center> || The Ironhammer Gasmask protects operatives against chemical attacks against the eyes in addition to being a mask for the purpose of internals mask. <p>'''These are found in the Ironhammer Barracks or in the Armory and may run out of stock.''' |
+ | | <center>[[File:Gasmask-IH.png|64px|frameless|center]]<p>'''Ironhammer Gasmask'''</center> || The Ironhammer Gasmask protects operatives against chemical attacks against the eyes in addition to being a mask for the purpose of internals mask. <p>'''These are found in the Ironhammer Barracks or in the Armory and may run out of stock.''' |
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− | | <center>'''Holster'''</center> || 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. |
+ | | <center>[[File:Holster-Waist.png|64px|frameless|center]] [[File:Holster-Hip.png|64px|frameless|center]] <p>'''Holster'''</center> || 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. |
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− | | <center>'''Pouch (various)'''</center> || 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'''. |
+ | | <center>[[File:Pouch-GenM.png|64px|frameless|center]]<p>'''Pouch (various)'''</center> || 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'''. |
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Revision as of 18:08, 16 September 2021
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
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.
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. For those who are supremely competent at the mechanics of Eris combat, this section could be considered optional however it is likely that other members of your faction WILL suffer from misuse of your power.
The IH Paradox
When it comes to working with your fellow IHS Operatives, there are two paradigms to follow:
- You must always rely on your teammates: an operative's greatest strength is their fellow operative.
- 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.
ME APE TLDR
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
Codespeak
All official, first-party contractors of IHS (aka no mid-round hires) 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.
Code Phrase contents
todo
Equipping Yourself
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.
Gear
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 |
---|---|
Satchel |
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. |
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 |
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 (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
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 |
Voidsuits
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.
Tools
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 |
---|---|
Crowbar |
The humble crowbar is a versatile tool, capable of opening unpowered doors, jamming doors open or just being used as a crude bludgeon. |
Screwdriver |
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 |
Handcuffs restrain a suspect's hands and prevents them from immediately reaching for a weapon or engaging in combat. |
Zipties |
Zipties restrain a suspect's hands. However these are specifically for restraining suspects that are wearing armored rig suits. |
Flask |
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
Weapons
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. These are found in the Ironhammer Barracks lockers and may run out of stock. |
Tactical Knife |
When all else fails, a knife may save an Operative's life. Knives can be stored in an Operative's boots and provide basic utility in addition to being good for shanking a bitch. These are found in the Ironhammer Barracks lockers or in the Armory 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. |
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.
Lethals?
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.
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.
Know thy enemies
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.
- 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.
- 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).
- Most of the time, people will shoot you with lethals even if you merely poke them. Your average target won't care if he gets mortally injured, he wants to kill you, and he will succeed it even if he dies in the process or sits half an hour healing. Lethals are plain superior and the only reliable way to stop someone for good, everyone loads them because they don't need to take people alive.
- Almost as frequently as being welcomed with lethal force, people will resist and undermine whatever you do or say. IH has a bad reputation, mostly due to meta reasons since the average brainlet IH (from operative to commander) is a bully who cannot enforce his assholery. They know or think you are unrobust, clueless, unpleasant to play with and will generally only fuck them over regardless of innocence. They will take their chances to eliminate you and, again, they have all the tools to do so.
- Type with one hand, make every single spelling mistake until what you wrote is a new language entirely, speak in caveman talk, I don't care. Say what you want you say fast: the text box hinders you greatly as is typing. You need to be fast and responsive, after all. Don't stop in the corridors arguing with an arrested criminal, do that when they are buckled to a bed or chair.
- To avoid excessive typing, macro useful sentences ("Get down, please", "Down, now!", "You are under arrest, come peacefully and cuffed", "lay down your weapons", "stop!" etc) and your favorite one-liners. I recommend ALT + a number key. You can blurt them while running, reloading or performing any other task, and it saves your skin by avoiding to type an order to cease and desist.
- While you are at it, write before hand the arrest charges and copy-paste them in an instant as you announce an arrest. Works in place of or in conjuction with a warrant.
- 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 misjuding 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 antag 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.
- Don't trust anyone
- Trust your fellow IH
- Don't trust your fellow IH too much
Now, activate those stun gloves, wear those jackboots and get killed show that vagabond who's boss.