Difference between revisions of "Enforcement Guide ErisEn"

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(Rework of guide, attempting to keep core points. Credit to vertknight/the black flag for consulting and advice.)
 
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[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]
 
[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]
   
Ironhammer Security was hired by the Captain aboard the CEV "Eris" to provide both security and protection for the expedition. Their mission is to simply prevent the other factions from destroying each other and providing security for the scientists and crew as they disembark on exploratory ventures.
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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 Operative of Ironhammer Security. Reading this will help you out a bit and may prevent you from getting lynched by the crew 30 minutes in the round.
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This page serves as a go to read for anyone wanting to play as an [[Operative ErisEn|'''Ironhammer Security Operative''']] and ''primarily focuses on what IHS does when there is no clear threat to the ship''.
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
==The Agreement==
 
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<span style="font-size:1.2em;"><center>'''THIS GUIDE IS NOT INTENDED TO DO THE FOLLOWING'''</center></span>
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<div class="mw-collapsible-content" style="background-color:#343241">
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Teach combat or it's mechanics on the CEV Eris
   
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Demonstrate methods of powergaming the IHS roles
For anyone working for Ironhammer Security (IHS) they must understand [[Agreement ErisEn|''the Agreement'']] and 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.
 
   
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Creating a pretext to start a civil war on the ship
The Captain is your current employer, so betraying him will obviously put your pay at risk. Leave the thinking to the Commander and follow what the ship's Captain says where it doesn't contradict him.
 
   
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Be a set of hard rules to follow unwaveringly
Enforcement of any law under the Agreement is entirely up to operative's discretion. You are not RoboCop, you are a living human being with free will and the authority to make decisions. As such, the penalties under the Agreement should not be taken as absolutes, nor should the laws be interpreted literally. This does not mean you should be excessive in dealing out punishment, only that you have the leeway to be harsher or lenient as you see fit. Take the opportunity to make money for yourself.
 
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</div></div>
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=The Agreement=
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Anyone working for '''Ironhammer Security (IHS)''' must understand '''[[Agreement ErisEn|''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.
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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.
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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.''
 
 
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
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<span style="font-size:1.2em;">'''What If The Agreement is Altered?'''</span>
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<div class="mw-collapsible-content" style="background-color:#343241">
   
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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.
   
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<span style="color:#CB1919">'''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.'''</span>
===<span style="color:#4682B4">The Blue Paragraph</span>===
 
   
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</div></div>
The Blue Paragraph represents effective misdemeanors and petty crimes. As such, those placed in Command Positions such as the Guild Merchant, Moebius Overseer, Moebius Biolab Officer, Technomancer Exultant, NeoTheologian Preacher, First Officer, or Captain cannot be taken into custody for violation of the blue paragraph, but financial penalties may be imposed.
 
   
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%">
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<span style="font-size:1.2em;"><center>'''Using the Brig'''</center></span>
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<div class="mw-collapsible-content" style="background-color:#343241">
   
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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.
   
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# Set the door cell timer by interacting with the cell's console display.
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# Place the stripped and restrained prisoner inside the cell.
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## 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.
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# Have all IHS staff exit the cell then close the doors by activating the time from the cell console.
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# 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.
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# Once the prisoner has served their time, escort the prisoner out of IH HQ and return their equipment minus contraband.
   
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</div></div>
===<span style="color:#790000">The Red Paragraph</span>===
 
   
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==<span style="color:#4682B4">The Blue Paragraph</span>==
The Red Paragraph represents major criminal actions such as, murder, sabotage, forced conversions, mutinies, and mutants.
 
   
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The Blue Paragraph represents effective misdemeanors and petty crimes including but not limited to:
IHS reserves the right to punish all members 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 Commander.
 
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* Theft
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* Trespassing
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* Vandalism
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* Assault and/or Battery
   
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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 ErisEn|Captain]], [[First Officer ErisEn|First Officer]], [[Biolab Officer ErisEn|Biolab Officer]], [[Expedition Overseer ErisEn|Expedition Overseer]], [[NeoTheology Preacher ErisEn|NeoTheology Preacher]], and [[Merchant ErisEn|Merchant]]'''). ''Alternate forms of redress for these violations may be considered by Operative(s) at the scene of the crime''.
   
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
<center> [[File:GuidesButton.png|frameless|upright=1|link=General Guides ErisEn|alt=|100px]] </center>
 
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<span style="font-size:1.2em;">'''Blue Paragraph'''</span>
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<div class="mw-collapsible-content">
   
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{| cellpadding=5 style="border:1px solid #BBB"
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!scope = "col" style="width: 10%" | Title
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!scope = "col" style="width: 70%" | Description
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!scope = "col" style="width: 20%" | Penalty
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|- bgcolor="#46 82 B4"
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!Theft || Unlawful possession or seizure of property of any inhabitant or organization aboard the CEV Eris. || 7 minutes
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1400 credits
   
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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.
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|- bgcolor="#46 82 B4"
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!Battery || Any attack or unwanted intrusion on another person not considered self-defense, regardless of injury caused. || 10 minutes
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3000 credits
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|- bgcolor="#46 82 B4"
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!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
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8000 credits
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|- bgcolor="#46 82 B4"
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!Vandalism || Damage to any property - windows, airlocks, vital equipment - etc. || 7 minutes
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1200 credits
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|- bgcolor="#46 82 B4"
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!Infiltration || Infiltration into restricted areas without access or permission, breaking and entering. || 5 minutes
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700 credits
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|- bgcolor="#46 82 B4"
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!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
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700 credits
   
  +
In case of dismissal forfeiture of property should be accomplished.
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|}
   
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</div></div>
==IH Basic Guide: how to hopefully) Avoid Death==
 
   
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==<span style="color:#CB1919">The Red Paragraph</span>==
   
  +
The Red Paragraph represents major criminal actions such as but not restricted to:
This is a guide for the unrobust, the weary or newbie. If you are Chad Thundercock, grab master, vagabond nemesis, do whatever I guess. Disclaimer: this will not teach you the SS13 mechanics or the Eris codebase. Get familiar with it first, practice loadout management, quick item switching, hotkeys, reloading, then pick IH.
 
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* Murder
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* Sabotage
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* Forced Conversion
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* Mutinies and/or Collaboration with Prohibited Parties
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* Unsanctioned Mutants
   
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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 [[Ironhammer Inspector ErisEn|'''Inspector''']], the [[Gunnery Sergeant ErisEn|'''Gunnery Sergeant''']], or the [[Commander ErisEn|'''IHS Commander''']].
   
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
===The IH Paradox===
 
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<span style="font-size:1.2em;">'''Red Paragraph'''</span>
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<div class="mw-collapsible-content">
   
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{| cellpadding=5 style="border:1px solid #BBB"
You must always rely on your teammates: an operative's greatest strength is their fellow operative.
 
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!scope = "col" style="width: 10%" | Title
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!scope = "col" style="width: 70%" | Description
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!scope = "col" style="width: 20%" | Penalty
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|- bgcolor="#80 00 00"
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!Murder || Bringing to clinical death, regardless of whether a person was brought back to life or not. || Incarceration
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Capital punishment at the discretion of Captain and Head of an accused’s organization.
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|- bgcolor="#80 00 00"
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!Forced Conversion || Conversion to NeoTheology without express consent. || 20 minutes
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14000 credits
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|- bgcolor="#80 00 00"
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!Sabotage || Wide-scale damage to hull plating, destruction of crucial equipment or other severe damage to the vessel. || 25 minutes
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2000-60000 credits dependent on damage.
   
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Capital punishment at the discretion of Captain and/or Head of an accused’s organization if damage is extensive.
You must never rely on your teammates: the average operative is rock dumb, and will hamper you.
 
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|- bgcolor="#80 00 00"
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!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
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Capital punishment at the discretion of Captain and/or Head of an accused’s organization.
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|- bgcolor="#80 00 00"
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!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.
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Capital punishment of Creator at the discretion of the Captain, otherwise permanent incarceration.
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|-
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|}
   
   
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</div></div>
This means, try not to go alone in dangerous places, carry out arrests and attacks with at least a buddy , but don't ever rely on them saving the day, by themselves or in groups. Doing so is foolish, and only makes it easier for that vagabond to robust IH and loot the armory. Yes, you are the stupid and incompetent operative to someone else.
 
   
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=IH Basics=
   
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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.
===Using Commons Sense===
 
   
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%">
I've received plenty, endless amount of advice that was: shoot first, apologize/ask questions later, and while I do abide by it sometimes, it's a bit more complicated than that. This is of course for green alert, and blue too (I will use the alert levels to indicate the threat level. THis being Eris, the alert level is hardly ever changed, so act accordingly to the perceived the threat).
 
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<span style="font-size:1.2em;"><center>'''Example Basic Procedure #1'''</center></span>
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<div class="mw-collapsible-content" style="background-color:#343241">
   
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# Person A has shot Person B, killing them. IHS Operatives respond to the crime.
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# 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.
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# IHS Operatives get statements from all witnesses.
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# Witness testimony reveals that Person B stabbed Person A and Person A unloaded their Slaught-o-matic into Person B, killing them.
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# Person A is released as they were acting in self defense, and their records updated to show they killed Person B in self defense.
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# Person B's effects are taken as evidence with any stolen equipment returned to their owners.
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# Person B's ID is secured for termination by a member of the Command Staff. Remaining equipment is taken as evidence.
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# (Optional) Evidence is distributed to Operatives who did the investigation.
   
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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.
I kid you not, sometimes just approaching someone and asking them to come with you or lay down works. I've done it with moderate success. Playing nice and professional doesn't just help with your survivability (because yes, the other guy will shoot and kill you faster than you can draw your own gun), but helps with your reputation. Everyone prefers to deal with an operative that's not some feral ape that valids anyone that doesn't strip themselves naked. This is especially important if you want to arrest someone in a department, which is far from uncommon. If you get into cargo guns blazing, you can expect everyone to shoot you back to defend their buddy, legal arrest or not.
 
   
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</div></div>
   
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%">
Therefore, try to make it legitimate and professional. Declare why you're arresting your criminal, ask them to come willingfully, or lay down, and get cuffed. Bonus points for a warrant (you make those with your PDA and display them with a warrant projector found in the sec vendor). If anything, you get to look smug and competent, and at least people will know why you are taking them in if only for a questioning. Double helpful with departments: their coworkers and their boss won't cry "Unfair! Lynch the IH!" as much; taking people by force makes them think you will just execute them. 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 shit in the club.
 
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<span style="font-size:1.2em;"><center>'''Example Basic Procedure #2'''</center></span>
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<div class="mw-collapsible-content" style="background-color:#343241">
   
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# Person C is killed by an unknown assailant. IH Operatives respond.
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# Operatives secure the scene and attempt to gather witnesses. An IHS Inspector arrives on the scene.
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# No witnesses are found. IHS Inspector does a DNA swab and find a second DNA sample related to Person D.
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# IHS puts out a warrant for Person D. Person C's effects are secured. All factions are notified of the wanted status.
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# Person D shows up in Moebius Medical for treatment. IHS Operatives respond, asking medical staff to stall for time.
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# Person D resists arrest, IHS Operatives engage.
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# Person D dies in Medical. IHS Operatives secure the body and effects as evidence.
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# Person D's ID is secured for termination by Command Staff.
   
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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.
Don't play all nice, of course. Try to be authoritative: ask them firmly to stand down and, if need be, to lay down on the ground. Try not to point your gun at them while you do that; it's green alert, after all.
 
   
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</div></div>
   
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==The IH Paradox==
Now, when do you break that rule? Simple. On red alert, which is as close to martial law as it can get, when the perp shoots you (duh), or when they run. If they really don't cooperate, stun gloving them (use blue intent with active stun gloves for added knockdown/disarm chance), using a flash or flashbang or pepperspray is a good incentive. Don't forget to grab them: you put cuffs on faster if you aggressive/blue grab someone(grab , then press <mark>Z</mark> with the grabbing hand or click on the hand).
 
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When it comes to working with your fellow IHS Operatives, there are two paradigms to follow:
   
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<blockquote>
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# '''You must always rely on your teammates: an operative's greatest strength is their fellow operative. '''
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# '''You must never rely on your teammates: the average operative is dumber than a rock and will hamper you. '''
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</blockquote>
   
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What this means in plain English is that <span style="color:#CB1919">'''bring backup, but don't expect them to save the day'''</span>. 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.
In short, don't be an asshole, it's the fastest way to get you and your department killed, and can lead to futher meta hate against IH and your character. Despite what you think, your guns (which aren't top of the line) and armor mean nothing if you can't use them (and this is also why you are reading this guide). As I mentioned before, the person you are tying to arrest and/or his buddies are more robust or better equipped than you. Treat someone nice and fair, and they will comply more often, in the same and further rounds.
 
   
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==(Un)Common Sense==
   
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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.
===Run and Gun===
 
   
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
Now, onto an "optimal" loadout, and how to use your gun. Keep in mind, this is my personal loadout and what I suggest to new or not combat robust people. It works, is versatile and there is plenty of space for customization and variation. Don't hesitate to try your own loadout, find what you are comfortable with. It's worse to be a walking armory and not being able to manage your equipment under stress, than having only a small pistol you know how to use. Still, a basic all-inclusive loadout is helpful if you have no clue what to bring with you or what each thing does, so here it goes:
 
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<span style="font-size:1.2em;">'''Sarge, I Think the Alert Level is Wrong'''</span>
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<div class="mw-collapsible-content" style="background-color:#343241">
   
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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.
   
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'''"They are more like guidelines than what we call rules."'''
<strong>Storage</strong>:
 
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</div></div>
   
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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.
   
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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.
<ins>The tac belt:</ins>
 
Essential. What I put in it, regardless of loadout: crowbar, one flashbang (sierra in the sec vendor), flash and/or pepperspray. What I fill the space with, depending on inventory management requirements: ammo, cuffs, a second grenade (almost exclusively pepperspray grenade), a medium cell. I can't give you the perfect combo, you need to figure it you, but the belt should be reserved for what you want to have ready and easy to grab. If you are an operative, try this: crowbar, flashbang, either flash or pepperspray (better the flash, less counters for it), two sol magazines, one pistol magazine, one medium cell, cuffs. This should be enough for green alert and normal patrol.
 
   
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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.'''
   
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%">
<ins>The Pockets:</ins>
 
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<span style="font-size:1.2em;"><center>'''ME APE TLDR'''</center></span>
Save exceptions, first pocket slot (leftmost) should have a pistol holster (the one you find in your locker), the second a flashlight. Make sure to change the flashlight battery with a 200s cell. In the pistol holster, put either your ballistic gun or your taser (by default and respectively, the Paco and Martin), depending on which gun you want to quick draw (<mark>H</mark> key) from a suit holster (explained), and which one you need to manually click to draw.
 
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<div class="mw-collapsible-content" style="background-color:#343241">
   
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* Being heavy-handed without good reason bands the crew against IH and then the entire department gets mobbed
   
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* 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
<ins>The Satchel:</ins>
 
This is pretty much free game. Basically, you put whatever you can't put into your belt and pockets in here. What I personally carry in there: three S cells (spares for your taser and flashlight), one extra cuff (exclusively zipties), any extra ammo, misc tools (warrant projector, tape, screwdriver...) usually in a box, a spare grenade. In the end, this is the most varied part of the storage part, I can't give a perfect guide. If you are not new to SS13 and Eris, which you should not be if you are playing IH, you'll figure out how to optimize storage space. Always remember to keep things you need in your hands fast out of containers.
 
   
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* 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
   
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* Use your brain you reprobate. Blindly following advice without considering context makes you an absolute tool
<ins>The Holster:</ins>
 
Go down to the FS vendor in your lobby and buy one of the holsters there, there is no mechanical difference between them, and attach it to your jumpsuit. Holster a gun in there by clicking on it like the pocker holster, or better yet, use the <mark>H</mark> key for quick draw. Which of your pistols you put in it depends on you: the paco or the taser? whatever you feel like you want to fire fast without looking at your inventory.
 
   
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</div></div>
   
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==Codespeak==
<ins>The Ear Slot:</ins>
 
  +
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.
Surprisingly versatile. Holds a bunch of small items, from handful of bullets, to a screwdriver, to hailers. Or cigaratte packets and cigars, if you want.
 
   
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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.
   
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<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
<strong>Armor:</strong>
 
  +
<span style="font-size:1.2em;">'''Code Phrase Verbs'''</span>
  +
<div class="mw-collapsible-content">
   
  +
{| class="wikitable"
Best option would be to grab a full bulletproof kit (body and helmet). I really don't recommend not wearing at least the body piece at all times, your basic operative armor is terrible for actual fights, this can buy precious survivability, and it covers all limbs unlike base armor. Take any helmet with it, if you don't want max protection. This does not apply to inspectors, and this is also where I mention how to be an inspector: keep wearing your fashionable coat (a little armored), investigate, find criminals, and don't get into firefights. Call the monkeys, also known as operatives, to do the dirty work. They will be equipped for it. You can do arrests, I mean, but bring the muscle. Let them get shot, you are too cool for that.
 
  +
|-
  +
| (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
  +
|}
   
  +
</div></div>
   
  +
=Equipping Yourself=
<strong>Guns:</strong>
 
   
  +
[[File:IronhammerOneClickAccess.PNG|thumb|right|A single click's reach away]]
For the purpose of this guide, don't bother with anything else for now, stick to these: Sol carbine, Paco, Martin. The first two are in your locker, the latter you spawn with. Sol in the suit slot, in case you were not sure, the pistols in the two holsters.
 
The ammo for them is simple:
 
   
  +
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. <span style="color:#CB1919">'''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.'''</span>
   
  +
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.
<b>The Martin</b> is versatile, <mark>Z</mark> in hand to change from stun, to lethal, to charge (ignore the latter). Keep it on stun unless you need to kill someone through glass, are out of lethal ammo or don't have time to reload. Btw, you can shoot through some airlocks with lasers, provided they let light through (i.e. the ones you can see through).
 
   
  +
==Gear==
<b>The Paco</b> loaded exclusively with lethals, not joking. Pistols with rubbers are shit, just use the taser if you want to stun someone with a pistol. Grab two lethal mags with it, one in the gun and one spare (if you remember, in the belt). The Sergeanr or Commander will hand them to you if you ask, or buy them if they are not there.
 
  +
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:
  +
<center>
  +
{| class="wikitable"
  +
|-
  +
! Item !! Explanation
  +
|-
  +
| <center>[[File:Satchel-IH.png|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. More experienced IHS staff may consider using backpacks instead.
  +
|-
  +
| <center>[[File:StunGloves.png|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'.
  +
|-
  +
|<center>[[File:Goggles-IH.png|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.
  +
|-
  +
| <center>[[File:TacBelt-IH.png|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.'''
  +
|-
  +
| <center>[[File:Gasmask-IH.png|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.'''
  +
|}
  +
</center>
  +
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.
  +
<center>
  +
{| class="wikitable"
  +
|-
  +
! Item !! Explanation
  +
|-
  +
| <center>[[File:Holster-Waist.png|64px|frameless]] [[File:Holster-Hip.png|64px|frameless]] <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.
  +
|-
  +
| <center>[[File:Pouch-GenM.png|64px|frameless]] [[File:Pouch-EngTool.png|64px|frameless]] [[File:Pouch-Medical.png|64px|frameless]]<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'''.
  +
|}
  +
</center>
  +
<center>
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;">'''Implants and Prosthesis'''</span>
  +
<div class="mw-collapsible-content" style="background-color:#343241">
  +
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.
  +
</div></div>
  +
</center>
   
  +
==Armor==
<b>The Sol</b>, well, it is a different beast. As it is now, with lethal ammo it is a great gun, can take down anyone with no more than a magazine, accounting for misses and armor. Unless you can manage to reload the Martin really fast, which is clunky to do as is with all energy guns, got bigger cells for the martin or a bigger taser, take rubbers with the sol. It is not as good, no gun is with rubbers, but this is every day carry, not emergency. It'll do for normal threats and defensive shooting, since every rubber that hits inflicts pain and slowdown. I'm trying to teach you to arrest people and survive, which is hard to do since the easiest way to survive is to use lethal ammunition exclusively, which <b>everyone</b> but you will have plenty and ready on any alert level. Regardless, bring with two at least two lethal magazines for the sol, in your backpack/belt (separate from the rubbers), for when shit escalates and you need real firepower quick.
 
  +
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.'''
The sol with rubbers, and the martin, are what you will use to take criminals or anyone that resists arrest alive.
 
  +
<center>
  +
{| class="wikitable"
  +
|-
  +
! 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
  +
|}
  +
</center>
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;">'''Voidsuits'''</span>
  +
<div class="mw-collapsible-content" style="background-color:#343241">
   
  +
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.
===How the fuck do I reload?===
 
   
  +
</div></div>
Misleading title. You should know how to reload. Don't be IH if you do not how to. This section is all about how to use your equipment, when to use it and when not to. I'll be brief:
 
   
  +
==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:
   
  +
{| class="wikitable"
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid black; cellspacing=0; cellpadding=2; background-color:white;"
 
! scope="col" style='width:150px; background-color:black;'|Name
 
! scope="col" class="unsortable" style='background-color:black;'|Description
 
{{Anchor | Crowbar }}
 
 
|-
 
|-
  +
! Item !! Explanation
|Crowbar
 
|A must, always have one. Opens depowered airlocks and emergency shutters. You'd be surprised how many operatives were blocked, trapped, killed or suffocated by a powerless door or fire-alarm. Unironically your best melee weapon, especially vs roaches. Store it in the belt, where is it both easier to grab and occupies less space than in the satchel.
 
{{Anchor | Flashbang }}
 
 
|-
 
|-
  +
| <center>[[File:Crowbar.png|64px]] <p>'''Crowbar'''</center> || The humble crowbar is a versatile tool, capable of opening unpowered doors, jamming doors open or just being used as a crude bludgeon.
|Flashbang
 
|This one is a large area stun. Without eye protection, it knocks down and blinds people, and also deafens, blocking anyone in place, you included. Toss it, and run. Carry one, always useful against overwhelming odds and to retreat
 
{{Anchor | Pepperspray grenade }}
 
 
|-
 
|-
  +
| <center>[[File:Screwdriver_tool.png|64px]] <p>'''Screwdriver'''</center> || 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.
|Pepperspray grenade
 
|Will blind, cause pain, and knock down anyone without face protection (gasmasks, balaclavas, voidsuits). Don't use if they have one of those things and/or you do not. With a gasmask and goggles on, you can safely hold it and detonate even in your hands, don't worry about being too close to it.
 
{{Anchor | Flash }}
 
 
|-
 
|-
  +
| <center>[[File:Welder.png|64px]] <p>'''Welding Tool'''</center> || 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.
|Flash
 
|Blinds and knockdowns anyone without eye protection or not in a voidsuit, but they can still crawl and resist your grabs. Good tool for disarming and stunning people.
 
{{Anchor | Pepperspray }}
 
 
|-
 
|-
  +
| <center>[[File:Handcuff.png|64px]] <p>'''Handcuffs'''</center> || Handcuffs restrain a suspect's hands and prevents them from immediately reaching for a weapon or engaging in combat.
|Pepperspray
 
|Like a flash, it blinds people and knocks them down, but works differently (this also applies to the grenade version). Without eye protection, the target will be blinded. Without face protection, the target will be knocked down; this knockdown is 'upgraded': they won't be able to crawl or resist (like electricity stuns). Very good tool, useless if the target has face protection. It stuns for almost as long as it takes to cuff someone. Refill it at engineering, and <b>you need to toggle the safety off before using it</b>
 
{{Anchor | Medium cell }}
 
 
|-
 
|-
  +
| <center>[[File:Zipties.png|64px]] <p>'''Zipties'''</center> || 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.
|Medium cell
 
|This is used to power the stun gloves. When you use up even a bit of the gloves, change it at the first occasion, trust me. Make sure to always have a charged one in the gloves, and charge the spare when safe. You find these in lower armory (the one with all the racks, armor, and crates)
 
{{Anchor | Small cells }}
 
 
|-
 
|-
  +
| <center>[[File:Flask-Bar.png|64px]] <p>'''Flask'''</center> || 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.
|Small cells
 
  +
|}
|Already mentioned, for the martin and flashlight. Also in lower armory.
 
  +
{{Anchor | Cuffs }}
 
  +
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.
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;">'''Other tools'''</span>
  +
<div class="mw-collapsible-content">
  +
  +
  +
  +
{| class="wikitable"
 
|-
 
|-
  +
! Item !! Explanation
|Cuffs
 
|For restraining criminals and other rabble. Find them in vendors and lower armory (in a box), and you spawn with one. <b>Don't work on voidsuits and hardsuits.</b>
 
{{Anchor | Zipties }}
 
 
|-
 
|-
  +
| <center>[[File:WarrantProjector.png|64px]] <p>'''Warrant Projector'''</center> || Projects a warrant for arrest when shown to another person. Handy if in a rush.
|Zipties
 
|Technically worse cuffs (easier to break out of), but <b>only</b> these work on voids and hardsuits. Bring one normal cuff and one ziptie on you, at the very least, all the time.
 
{{Anchor | Warrant Projector }}
 
 
|-
 
|-
  +
| <center>[[File:Hailer.png|64px]] <p>'''Hailer'''</center> || A device that records a message and plays it back loudly on activation. By default when used it broadcasts "Halt, security!".
|Warrant Projector
 
|Optional, but a cool gadget if only for the looks. Use it to select a created warrant (made with PDA) and use it on someone (i.e. click on them) to display the warrant.
 
{{Anchor | Police tape }}
 
 
|-
 
|-
  +
| <center>[[File:PoliceTape.png|64px]] <p>'''Police Tape'''</center> || 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.
|Police tape
 
  +
|}
|Useless, for all purposes. An RP tool, but you can get inventive with it (cordon places off, signal dangerous zones, broken floors...)
 
  +
{{Anchor | Hailer}}
 
  +
</div></div>
  +
  +
==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.''
  +
  +
{| class="wikitable"
 
|-
 
|-
  +
! Weapon !! Explanation
|Hailer
 
|Attracts attention by screaming loudly a phrase. Right click sets a different hail scream. Bonus because cool robocop voice. Useful, but situational. Arguably way more useful than the tape and warrant projector. I mentioned that rarely people will listen or comply immediately, but this can grab their attention.
 
{{Anchor | Screwdriver }}
 
 
|-
 
|-
  +
| <center>[[File:Martinnew.gif|64px]] <p>'''FS PDW E Martin'''</center> || 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.
|Screwdriver
 
|Used to close airlocks with their wires exposed. In case you did not know, an airlock with the panel open cannot be opened at all, unless without power or by swiping the ID (slow if you need to use the door again). A baby can block an entire IH kill team by exposing the wires on any airlock. Sits comfortably in the ear slot.
 
{{Anchor | Knife }}
 
 
|-
 
|-
  +
| <center>[[File:Paco.png|64px]] <p>'''FS HG .35 Auto "Paco"'''</center> || The Paco is the basic IHS ballistic sidearm. .35 Auto is a very common ammunition type and can be easily obtained. <p>'''These are found in the Ironhammer Barracks or in the Armory and may run out of stock.'''
|Knife
 
|You put this one in your boots, and you can macro it to quick draw. Extreme backup, don't use this in combat unless you literally have nothing else. The knife is a tool: works like a screwdriver and wirecutters both, albeit slower. It can close exposed wires on an airlock, and even mend wire splicing (don't try it without insulated gloves). Pretty much an alternative or backup for the screwdriver.
 
{{Anchor | Flashlight }}
 
 
|-
 
|-
  +
| <center>[[File:Sol.png|64px]] <p>'''FS CAR .25 CS "Sol"'''</center> || 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. <p>'''These are found in the Ironhammer Barracks lockers and may run out of stock.'''
|Flashlight
 
|Self explanatory. They have limited batteries unlike other codebases, so use them when needed and keep spare cells. Change the battery like an energy gun.
 
{{Anchor | Paco }}
 
 
|-
 
|-
  +
| <center>[[File:Grenade-FSFBG.png|64px]] <p>'''FS FBG "Sierra"'''</center> || 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. <p>'''These are found in the Ironhammer Barracks or in the Armory and may run out of stock.'''
|Paco (with lethals)
 
|Backup gun when you need to use lethal force. Below average AP, good damage. Works well with unarmored or light armored opponents. Switch to it in a pinch or when you cannot afford the time to reload. Keep it topped up at all times. Ten shots, like all other non-revolvers; .35 pistol magazines.
 
{{Anchor | Martin}}
 
 
|-
 
|-
  +
| <center>[[File:Grenade-FSTGG.png|64px]] <p>'''FS TGG "Simon"'''</center> || 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. <p>'''These are found in the Ironhammer Barracks or in the Armory and may run out of stock.'''
|Martin
 
|Your main stun gun along with the sol. Ignore charge mode for now, keep it on stun and use lethal when a window is between you and the criminal and you want him dead, or when you want to finish a wounded off. Extremely low magazine: only 4 shots with 200s cells, what you have freely available in armory; takes S-cells.
 
{{Anchor | Sol }}
 
 
|-
 
|-
  +
| <center>[[File:Grenade-FSTGG.png|64px]] <p>'''FS SG "Reynolds"'''</center> || 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. <p>'''These are found in the Ironhammer Barracks or in the Armory and may run out of stock.'''
|Sol Carbine
 
|Good with lethals, mediocre with rubbers. Main gun you will use, it will serve you well. Low recoil, burst fire mode (the only mode you should use), accurate, fast firing, 30 rnd magazine. Fits in a satchel or other big storage items; .25 magazines.
 
{{Anchor | Ammo Packets }}
 
|-
 
|Ammo Packets
 
|No reason why you cannot fit one or two of these in the box you spawn with. Lower Armory has freely available in the crates .35 and .25 rubber packets, you can get these from the Sec Vendors in barracks, and the Sgt or Lt can hand you over .35 lethal packets. You click on them with a magazine to refill them. Optional, but like the rest of your loadout, they are intended to keep you running and active without walking all the way to brig for rearmament for a long time. Top up spent or used magazines, and you won't run out of ammo save in the most extreme cases.
 
 
|}
 
|}
   
  +
===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.
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
===;HELP EXCEL===
 
  +
<span style="font-size:1.2em;">'''Lethals?'''</span>
  +
<div class="mw-collapsible-content" style="background-color:#343241">
   
  +
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.
This is for when red alert or, occasionally, blue alert is in place. For when fecal matter hits the ventilation device. First thing: in red alert, toss away your equipment and start again. Seriously. Go back to brig asap if you can to rearm. Get full armor, ditch all the nice tools (warrants, tape, even cuffs if you must, but keep zipties. Remove all the rubber ammo, and get lethals for every gun if you do not have them, or get more. Get more grenades too, wear your gasmask, have oxy tanks on hand, make sure everything is accessible and fast to retrieve in your satchel. You are getting rid of all that is taking up space and is not necessary to kill and face true emergency and chaos. Make sure you have ammo for plenty of fights, because you can't count on retreating back to safety. Don't overload, of course, but better to have two magazines more than two less. Chances of death are at the same time higher and the usual compared to green alert. You are here to make it alive, of course. Or try your best to kill the baddies. The latter it best, even if you die trying.
 
  +
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.
   
  +
</div></div>
Second thing, this (technically) gives you authority. Not that the crew will listen. Playing Eris, you know people are their own private armies armed to the teeth, and therefore will kill without trouble, be it either the commies or you trying to force them to obey. What red alert means, is that you have all the rights to be violent and not take anyone's shit. You ask someone to surrender and lay down their weapons, and they do everything but that? shoot them. Someone causes trouble? Shoot them. You are authorized to use lethal force, and you must enforce your authority. Compared to the other alert levels, the situation is even more delicate. You can't afford to being an asshole still and gun people down indiscriminately (despite what I told you before), but if you previously built trust in IH, you'll have more people on your side and shooting your enemy than you, even if they don't follow your orders. Break into departments, flash people, commit sweeping arrests, whatever it is, act fast and hard. this is the time of the 'shoot first, apologize later' philosophy. Everyone on Eris is out for themselves and/or their department, and you will do the same. Protect your department, protect your life at all costs even if it takes killing someone merely sketchy and innocent than nevertheless attacked or resisted, but now more than ever, don't be reckless and don't lose all common sense and caution.
 
   
  +
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).
Third thing, your superiors (and this is true to any alert level and situation) are your reference. You listen to them, and obey them to the best of your capabilities, and their orders take precedence over what I said. Your Sgt tells you to kill someone in green alert, or viceversa, take someone alive during red? You do it. The Lt says to flash and assault RnD, without taking the one person you need calmly? You do it. This, however, requires the superiors to actually know what they are doing. In a way, they are excluded from the IH paradox, and it is better that way. Even if they are as dumb as you, follow them; it will take the pressure of decisions off you, it's better than being passive. If they are dumber, or you think you have better judgement, ignore them. Remember, this way you take all the responsibility for shit going south and your own failure. If you really think charging engineering alone, do it, I don't care. Don't salt in deadchat you were gangbanged by technomancers, and remember the rest of IH will be in trouble because of your actions. Then again, if the commander tells you something clearly suicidal or which you cannot do, explain it to them, but only once. Tell them to fuck off, the second time.
 
   
  +
<center>
  +
'''Goal is to down the targets, disable their ability to resist once downed, then restrain and detain them ''in that order''. [[Guide to Medicine ErisEn#First aid|Medical treatment]] of a downed suspect or wounded allies is recommended for ''after'' the targets have been restrained.'''
  +
</center>
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" >
  +
<span style="font-size:1.2em;"><center>'''ME APE TLDR'''</center></span>
  +
<div class="mw-collapsible-content" style="background-color:#343241">
   
  +
[[File:ExampleOperatorNull.PNG|thumb|right|An Example Setup: Active container is the satchel. More optimized setups exist, use at own discretion.]]
===Misc and Helpful Tips===
 
  +
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: '''D'''own the target with attacks, '''D'''isable them with a flash or pepper spray, '''D'''etain them with restraints.
- 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.
 
   
  +
</div></div>
   
  +
=Clear and Present Danger=
- 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).
 
   
  +
<blockquote>''"EXCEL" - unnamed vagabond, CEV Eris''</blockquote>
   
  +
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.
- 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.
 
   
  +
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
- 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.
 
  +
* 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.
  +
  +
<center>
  +
'''<big><big>Whatever it takes to stop the threat Operative. Protect the ship, protect yourself, protect the crew. Do what must be done.</big></big>'''
  +
  +
</center>
  +
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;"><center>'''ME APE TLDR'''</center></span>
  +
<div class="mw-collapsible-content" style="background-color:#343241">
  +
<span style="font-size:2em;">'''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.'''</span>
  +
</div></div>
  +
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;"><big>'''Know thy enemies'''</big></span>
  +
<div class="mw-collapsible-content">
  +
  +
  +
{| class="wikitable" |style width=600px
  +
|-
  +
| <center> [[File:Placeholder.png|64px|link=Antagonists_ErisEn]] <p> '''[[Antagonists ErisEn|Foes of Eris]] || <center> [[File:Roach.png|64px|link=Fauna_ErisEn]] <p> '''[[Fauna ErisEn|Fauna of Eris]]''' || <center> [[File:Assistant.png|64px|link=Vagabond_ErisEn]] <p> '''[[Vagabond ErisEn|Fucks of Eris]]'''
  +
|}
   
   
  +
</div></div>
- 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.
 
   
  +
=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.
- 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.
 
   
  +
* 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.
- 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.
 
   
  +
* Be careful when talking. Unscrupulous antagonists (and other entities) are not above attacking while you are typing out responses. If possible set up [http://www.byond.com/forum/post/1049524 macros] for frequently used text lines.
   
  +
* Despite not being a formal faction, Vagabonds frequently have an unspoken code of silence and are incredibly resilient.
- 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).
 
   
  +
* 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.
- 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.
 
   
  +
* 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.
- 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.
 
   
  +
* 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.
- 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.
 
   
  +
----
   
  +
* 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.
<strong>
 
- Don't trust anyone
 
   
  +
* 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).
- Trust your fellow IH
 
   
  +
* 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).
- Don't trust your fellow IH too much</strong>
 
   
  +
* 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.
Now, activate those stun gloves, wear those jackboots and <del>get killed</del> show that vagabond who's boss.
 

Latest revision as of 17:03, 17 September 2021


Ironhammer Advertisement

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.

THIS GUIDE IS NOT INTENDED TO DO THE FOLLOWING

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.

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 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.

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-IH.png

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. More experienced IHS staff may consider using backpacks instead.
StunGloves.png

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'.
Goggles-IH.png

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.
TacBelt-IH.png

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.

Gasmask-IH.png

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

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-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

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.png

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 tool.png

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.
Welder.png

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.
Handcuff.png

Handcuffs

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

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.
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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


Item Explanation
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Warrant Projector

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

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

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
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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.
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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.

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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.

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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.

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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.

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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.

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.

ME APE TLDR
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.

ME APE TLDR

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.