Difference between revisions of "Operative ErisEn"

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{{Jobs_Header
<h1 align="center">Ironhammer Operative</h1>
 
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|headerbgcolor = #2a3439
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|headerfontcolor = white
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|imagebgcolor = #2a3439
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|img = Ih operative.png
 
|jobtitle = Ironhammer Operative
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|difficulty = Medium
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|superior = Ironhammer Gunnery Sergeant, Ironhammer Commander and Captain.
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|duties = Patrol the ship, and <del>extort money from</del> <ins>process the crimes of</ins> the crew.
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|guides = [[Agreement_ErisEn|The Agreement]], [[Enforcement Guide ErisEn|Enforcement Guide]]
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|quote = STOP RESISTING
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}}
 
==Description==
 
==Description==
   
 
The Ironhammer Operative Aboard the CEV "Eris" maintains order and provides security for the crew by preventing traitors or communists from completing their tasks and mutants existing.
 
The Ironhammer Operative Aboard the CEV "Eris" maintains order and provides security for the crew by preventing traitors or communists from completing their tasks and mutants existing.
   
[[File:Ih_operative.png|120px|right]]
 
   
 
==Guide==
 
==Guide==
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You have access to an array of equipment to ensure your success onboard the CEV "Eris." While you are a member of a professional PMC, this does not make you a jack booted thug, you're expected to bring your suspects in alive and not dead and thus are equipped with an array of non-lethal ammunition.
 
You have access to an array of equipment to ensure your success onboard the CEV "Eris." While you are a member of a professional PMC, this does not make you a jack booted thug, you're expected to bring your suspects in alive and not dead and thus are equipped with an array of non-lethal ammunition.
   
Considering your duties, you are issued with rubber bullets for your firearms, these bullets deal far less damage, have less penetration against armour but are capable of incapacitating, or at least slowing down, uncooperative suspects.
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Considering your duties, you are issued with rubber bullets for your firearms, these bullets deal far less damage, have less penetration against armor but are capable of incapacitating, or at least slowing down, uncooperative suspects.
   
Additional equipment can be acquired in the regular armoury, notable additional rubber bullet ammunition, alternative armours and the IH Void/Hardsuits. Generally, only take items from here that are necessary. Equipping a IH Hardsuit when there is no overt threat or major hullbreach may draw criticisms from your Commander.
+
Additional equipment can be acquired in the regular armory, notable additional rubber bullet ammunition, alternative armors and the IH Void/Hardsuits. Generally, only take items from here that are necessary. Equipping a IH Hardsuit when there is no overt threat or major hullbreach may draw criticisms from your Commander.
   
Should a situation warrant an escalation, lethal ammunition, and additional, heavier, firearms, can be acquired from the IH lethal armoury. Nominally, only the IH Commander or Gunnery Sergeant can unlock the cases in this armoury, thus you'll require their consent. Lethal ammunition, as expected, will kill your enemy, thus ensure you check which firearms are loaded to kill, and which are loaded for non-lethal duties. Select additional firearms based on the situation you are facing, a Grenade Launcher may not be prudent to use during a rapid response raid. See [[List_of_Firearms| The List of Firearms]] For more information on what weapons could be in the secure armory.
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Should a situation warrant an escalation, lethal ammunition, and additional, heavier, firearms, can be acquired from the IH lethal armory. Nominally, only the IH Commander or Gunnery Sergeant can unlock the cases in this armory, thus you'll require their consent. Lethal ammunition, as expected, will kill your enemy, thus ensure you check which firearms are loaded to kill, and which are loaded for non-lethal duties. Select additional firearms based on the situation you are facing, a Grenade Launcher may not be prudent to use during a rapid response raid. See [[List_of_Firearms| The List of Firearms]] For more information on what weapons could be in the secure armory.
   
 
==Tips==
 
==Tips==
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*You're not security, if the Captain decides to null the Agreement remember that unless your Commander tells otherwise, you are to follow the Captain. He pays you, therefore his protection outweighs the Agreement.
 
*You're not security, if the Captain decides to null the Agreement remember that unless your Commander tells otherwise, you are to follow the Captain. He pays you, therefore his protection outweighs the Agreement.
   
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*People in RIG/Hardsuits can be cuffed using zipties. Normal cuffs are not large enough to cover their gauntlets.
   
[[File:jobs.png|center|80px|border|link=Roles_ErisEn|Return To Roles]]
 
   
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[[ru:Operative_ErisRu]]
 
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<br><br><br><br><br><br>
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{{Positions}}
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[[File:jobs.png|center|80px|border|link=Roles_ErisEn|Return To Roles]]

Latest revision as of 18:30, 3 February 2022

Ironhammer Operative
Ih operative.png
Ironhammer Operative
Difficulty: Medium
Superior: Ironhammer Gunnery Sergeant, Ironhammer Commander and Captain.
Duties: Patrol the ship, and extort money from process the crimes of the crew.
Guides: The Agreement, Enforcement Guide
Quote: STOP RESISTING

Description

The Ironhammer Operative Aboard the CEV "Eris" maintains order and provides security for the crew by preventing traitors or communists from completing their tasks and mutants existing.


Guide

Ironhammer Advertisement

Please read over the 'Agreement' as it is the basis for the laws aboard CEV "Eris"

As an operative for Ironhammer, you are issued with a range of standard issue military equipment, and are expected to follow orders and maintain order on the ship and the integrity of Ironhammer.

You have access to an array of equipment to ensure your success onboard the CEV "Eris." While you are a member of a professional PMC, this does not make you a jack booted thug, you're expected to bring your suspects in alive and not dead and thus are equipped with an array of non-lethal ammunition.

Considering your duties, you are issued with rubber bullets for your firearms, these bullets deal far less damage, have less penetration against armor but are capable of incapacitating, or at least slowing down, uncooperative suspects.

Additional equipment can be acquired in the regular armory, notable additional rubber bullet ammunition, alternative armors and the IH Void/Hardsuits. Generally, only take items from here that are necessary. Equipping a IH Hardsuit when there is no overt threat or major hullbreach may draw criticisms from your Commander.

Should a situation warrant an escalation, lethal ammunition, and additional, heavier, firearms, can be acquired from the IH lethal armory. Nominally, only the IH Commander or Gunnery Sergeant can unlock the cases in this armory, thus you'll require their consent. Lethal ammunition, as expected, will kill your enemy, thus ensure you check which firearms are loaded to kill, and which are loaded for non-lethal duties. Select additional firearms based on the situation you are facing, a Grenade Launcher may not be prudent to use during a rapid response raid. See The List of Firearms For more information on what weapons could be in the secure armory.

Tips

  • Your greatest strength and asset is your team, a team of coordinated and confident Ironhammer Operatives can overcome many obstacles that would consume the sole man. Running in alone, is a recipe for a quick death.
  • Keeping up a regular appearance throughout the hallways is vital to ensure a safe ship, and expeditions into maintenance can not only help in keeping the roach infestation to a minimum, but you might find vital assets that can prove useful to Ironhammer.
  • You're not security, if the Captain decides to null the Agreement remember that unless your Commander tells otherwise, you are to follow the Captain. He pays you, therefore his protection outweighs the Agreement.
  • People in RIG/Hardsuits can be cuffed using zipties. Normal cuffs are not large enough to cover their gauntlets.










Command Ironhammer Crew Sided Moebius Sci Moebius Med Antagonist Technomancers Asters Guild NeoTheology Civilian
Captain Ironhammer
Commander
Ironhammer Marshal Moebius
Expedition Overseer
Moebius
Biolab Officer
Contractor Technomancer
Exultant
Guild
Merchant
Neotheology
Preacher
Vagabond
First
Officer
Ironhammer
Gunnery Sergeant
Moebius
Scientist
Moebius
Doctor
Serbian Mercenary Technomancer Guild
Technician
Neotheology Acolyte Club
Manager
Ironhammer
Inspector
Moebius
Roboticist
Moebius
Paramedic
Excelsior Infiltrator Guild
Miner
Neotheology Agrolyte Club
Worker
Ironhammer
Medical Specialist
Moebius
Chemist
Neotheology Inquisitor Neotheology Custodian Club Artist
Ironhammer
Operative
Moebius
Psychiatrist
Carrion
Moebius
Bio-Engineer
Blitzshell Assault Drone
Cortical Borer


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