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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = #212121
|headerbgcolor = 69, 69, 69
|headerfontcolor = red
|headerfontcolor = white
|stafftype = ENEMY
|stafftype = ENEMY
|imagebgcolor = #dbdbdb
|img = ninja.gif
|img = ninja.gif
|jobtitle = Ninja
|jobtitle = Operative
|difficulty = Hard
|difficulty = Hard
|superior = Nobody
|superior = Nobody
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|alttitles
|alttitles
|duties = Covertly infiltrate the Torch. Sneak around invisibly and harass the crew. Accidentally stab yourself with your own katana.
|duties = Covertly infiltrate the Torch. Sneak around invisibly and harass the crew. Accidentally stab yourself with your own katana.
|guides = [[Guide to Uplinks]], [[Guide to Combat]]
|guides = [[Guide to Uplinks]], [[Guide to Combat]], [[Guide to EVA and Internals#Hardsuits|Guide to EVA and Internals: Hardsuits]]
}}
}}
TBA.
An '''Operative''' (formerly '''Ninja''') is an off-ship antagonist, acting solo or in pairs. As an Operative, you are an elite agent acting on behalf of one of several nefarious interest groups. Operatives have a variety of unique abilities at their disposal thanks to a highly-advanced hardsuit, as well as an uplink and an ample selection of support equipment available at the Operative Base. 


[[Category:Antagonist Roles]][[Category:Roles]]
As an antagonist, an Operative's primary goal is to antagonize the crew of the [[SEV Torch]] in addition to pursuing their employer's directives.
 
== Starting Out==
At round start, Operatives spawn at the Operative Base – a small off-ship compound with everything an aspiring antagonist might need to terrorize the Torch.  The base contains two separate ready rooms for up to two Operatives, with each containing a choice of engineering and medical gear, some smoke and flashbang grenades, handcuffs, masks, a lathe, a set of chameleon clothing, and one random longarm. Each Operative also receives a loadout selection kit with which they can choose one of gear packs, each associated with their own faction – see [[Operative#Factions and Gear|Factions and Gear]] below.
 
When starting out, you'll want to handle the following:
 
* '''Decide on a gimmick and a game plan''', collaborating with your fellow Operative if you have one. You might be part of a corporate hit squad, a [[Frontier Alliance]] insurgent bent on sabotaging the SEV Torch, a hostile [[Gilgamesh Colonial Navy|ICCGN]] agent, or something else entirely – the only limit is your creativity. Note that you don't have to pick the same faction or work as a team with your fellow Operative (and can even play as enemies!), but you should work out the details beforehand and should save any conflict for once you're on the SEV Torch.
* '''Pick a faction and gear with your loadout selection kit.''' Each kit contains a special hardsuit, some weapons, and an appropriate uniform – the details of each are included below. Your faction should connect to your gimmick, though the "Syndicate Mercenary" and the "Spider-Clan Ninja" are both fairly lore-neutral options if you want to avoid the baggage. 
* '''Change your name and appearance''' using the one of the "Quickee's Plastic Surgeon" machines at the base. Remember to update your flavor text!
* '''Gear up''', using whatever equipment you might need from the base or from your uplink. For a detailed list of equipment available via uplink, see [[Guide to Uplinks]].
* '''Get to the SEV Torch and start antagonizing!''' The Operative Base comes equipped with both a long-range teleporter for a one-way, subtler entry and a shuttle for a louder but more flexible approach.
 
==Factions and Gear==
An Operative can choose from one of several factions using their loadout selection kit. Each faction comes with its own selection of gear, featuring a unique hardsuit, appropriate weapons and ammunition, and a faction uniform (though chameleon clothing is also available at the Operative Base for any Operatives that would like to customize their outfit).
 
=== Hardsuits ===
Though Operatives have many tools at their disposal, their hardsuit is their most powerful: with it, they gain access to a variety of unique and powerful abilities, including several specific to their faction. For a detailed guide on hardsuit operation, see [[Guide to EVA and Internals#Hardsuits|Guide to EVA and Internals: Hardsuits]].
 
All Operative hardsuits share several modules in common, including:
 
* A '''mounted grenade launcher''' capable of firing a variety of utility grenades. Comes pre-loaded with 3x EMP grenades, 3x smoke bombs, and 3x flashbangs, but can be loaded with more and fits up to 5 of each type.
* A '''power sink''', allowing the wearer to recharge their hardsuit by draining power directly from APCs.
* A '''mounted chemical dispenser''' capable of injecting the wearer with a variety of medical chemicals. Comes loaded with 20u each of [[Guide to Chemistry#Dexalin Plus|Dexalin Plus]], [[Guide to Chemistry#Inaprovaline|Inaprovaline]], [[Guide to Chemistry#Dylovene|Dylovene]], [[Guide to Chemistry#Glucose|Glucose]], [[Guide to Chemistry#Hyronalin|Hyronalin]], [[Guide to Chemistry#Bicaridine|Bicaridine]], [[Guide to Chemistry#Dermaline|Dermaline]], [[Guide to Chemistry#Spaceacillin|Spaceacillin]], [[Guide to Chemistry#Coagulant|Coagulant]], and [[Guide to Chemistry#Tramadol|Tramadol]]. Refillable.
* A '''voice synthesiser''' capable of disguising the wearer's voice when active.
* An '''IIS module''', allowing an AI to be uploaded to the hardsuit.
* A '''datajack''' for hacking into encrypted networks, ideal for stealing tech levels from R&D.
* A '''self-destruct module''' that, when enabled, causes the suit to violently explode when the wearer dies. Can be triggered manually.
** Note that triggering the module manually falls under [[Rules|Server Rules]] about suicide – if you intend to blow yourself up, you must ahelp for staff permission. 
* A '''mounted cooling unit''', allowing [[Positronics|IPCs]] and prosthetics users to use the hardsuit safely without overheating.
* '''Maneuvering jets''', which function as a jet pack and allow movement in space. Runs off the hardsuit's air supply.
 
=== Operative Factions ===
{| class="wikitable"
! Operative Type
!Appearance
!Loadout Kit Contents
!Description
|-
|Solar Special Operations Unit
|[[File:Operative Sol.png|frameless]]
|
*Solar operative suit control module
*A [[Guide to Uplinks#Service Pistol, SCG, Heavy|Service Pistol, SCG, Heavy]] and two [[Guide to Uplinks#Standard Doublestack Magazine|Standard Doublestack Magazines]]
*SCG Army fatigues
*An E-6 SCG Army rank
|A special forces operative working for some branch of the [[Sol Central Government]] (or perhaps a recent defector from the [[Frontier Alliance]]).<br><br>A sleek and relatively light model, the Solar operative hardsuit comes with a unique personal shield module that charges using the RIG's internal cell. It can store a number of charges that allow it to deflect projectiles, but sustained fire will quickly drain those charges. It trades complete protection for light armor that can be easily penetrated once the shield is exhausted.
|-
|Gilgameshi Commando
|[[File:Operative GCC.png|frameless]]
|
*Gilgamesh heavy suit control module
* A [[Guide to Uplinks#Service Pistol, GCC, Heavy|Service Pistol, GCC, Heavy]] and two [[Guide to Uplinks#Standard Doublestack Magazine|Standard Doublestack Magazines]]
*Two boxes of minigun ammo
*ICCGN fatigues
*An E-6 ICCGN rank
|A military commando of the [[Gilgamesh Colonial Confederation]].<br><br>The Gilgamesh heavy hardsuit is staggeringly slow, but has the heaviest armor of any operative hardsuit. While other operatives are more appropriate for hit-and-runs and evasive tactics, this suit is built to tank direct fire and dish out as much pain with its mounted 7mm minigun. The minigun takes a staggeringly long time to reload and is not particularly accurate or damaging per shot, but the sheer volume of fire is enough to compensate.
|-
|Syndicate Mercenary
|[[File:Operative Mercenary.png|frameless]]
|
*Crimson hardsuit control module
*A standard 10mm revolver and two [[Guide to Uplinks#Standard Speedloader|Standard Speedloaders]]
*Combat turtleneck
*Syndicate gas mask
|A mercenary hired by any nebulous criminal organization of your choice, or working on your own behalf.<br><br>The crimson hardsuit comes with all the modules standard to other operative hardsuits, but offers the same protection and durability as a fully-kitted [[Mercenary]] and comes with a mounted laser cannon for extra firepower.
|-
|Corporate Operative
|[[File:Operative Corporate.png|frameless]]
|
*Corporate mercenary suit control module
*[[Guide to Uplinks#Energy Gun|Energy Gun]]
*Inducer
*Corporate security uniform
*Holobadge
|A corporate security goon acting on the behalf of one of numerous powerful [[corporations]].<br><br>Built for speed, the corporate mercenary hardsuit is light with minimal armor padding but grants the user a speed boost and comes with a leg actuator module allowing the user to leap up into holes above them, or scale objects like shuttles in the hangar while in full gravity. It also negates falling damage when active and allows the user to use a lunge-grab attack on middle-click. Additionally, the suit comes with a mounted ion gun and built-in armblades for extra combat capability.
|-
|Spider-Clan Ninja
|[[File:Operative Ninja.png|frameless]]
|
*Ominous suit control module
*Katana
*A [[Guide to Uplinks#Small Silenced Pistol|Small Silenced Pistol]] kit
|A classic ninja. Comes with a katana.<br><br>The ominous hardsuit comes with a cloaking module capable of rendering the wearer totally invisible, as well as a short-range teleporter, an energy net launcher for capturing targets, and a built-in energy blade, in case the katana wasn't enough sword.
|}
----
{{Navbox Roles}}
[[Category:Antagonist Roles]]
[[Category:Roles]]

Текущая версия от 03:25, 23 октября 2023

ENEMY
Operative
Operative
Сложность: Hard
Глава: Nobody
Обязанности: Covertly infiltrate the Torch. Sneak around invisibly and harass the crew. Accidentally stab yourself with your own katana.
Рекомендуемые руководства: Guide to Uplinks, Guide to Combat, Guide to EVA and Internals: Hardsuits

An Operative (formerly Ninja) is an off-ship antagonist, acting solo or in pairs. As an Operative, you are an elite agent acting on behalf of one of several nefarious interest groups. Operatives have a variety of unique abilities at their disposal thanks to a highly-advanced hardsuit, as well as an uplink and an ample selection of support equipment available at the Operative Base.

As an antagonist, an Operative's primary goal is to antagonize the crew of the SEV Torch in addition to pursuing their employer's directives.

Starting Out

At round start, Operatives spawn at the Operative Base – a small off-ship compound with everything an aspiring antagonist might need to terrorize the Torch. The base contains two separate ready rooms for up to two Operatives, with each containing a choice of engineering and medical gear, some smoke and flashbang grenades, handcuffs, masks, a lathe, a set of chameleon clothing, and one random longarm. Each Operative also receives a loadout selection kit with which they can choose one of gear packs, each associated with their own faction – see Factions and Gear below.

When starting out, you'll want to handle the following:

  • Decide on a gimmick and a game plan, collaborating with your fellow Operative if you have one. You might be part of a corporate hit squad, a Frontier Alliance insurgent bent on sabotaging the SEV Torch, a hostile ICCGN agent, or something else entirely – the only limit is your creativity. Note that you don't have to pick the same faction or work as a team with your fellow Operative (and can even play as enemies!), but you should work out the details beforehand and should save any conflict for once you're on the SEV Torch.
  • Pick a faction and gear with your loadout selection kit. Each kit contains a special hardsuit, some weapons, and an appropriate uniform – the details of each are included below. Your faction should connect to your gimmick, though the "Syndicate Mercenary" and the "Spider-Clan Ninja" are both fairly lore-neutral options if you want to avoid the baggage.
  • Change your name and appearance using the one of the "Quickee's Plastic Surgeon" machines at the base. Remember to update your flavor text!
  • Gear up, using whatever equipment you might need from the base or from your uplink. For a detailed list of equipment available via uplink, see Guide to Uplinks.
  • Get to the SEV Torch and start antagonizing! The Operative Base comes equipped with both a long-range teleporter for a one-way, subtler entry and a shuttle for a louder but more flexible approach.

Factions and Gear

An Operative can choose from one of several factions using their loadout selection kit. Each faction comes with its own selection of gear, featuring a unique hardsuit, appropriate weapons and ammunition, and a faction uniform (though chameleon clothing is also available at the Operative Base for any Operatives that would like to customize their outfit).

Hardsuits

Though Operatives have many tools at their disposal, their hardsuit is their most powerful: with it, they gain access to a variety of unique and powerful abilities, including several specific to their faction. For a detailed guide on hardsuit operation, see Guide to EVA and Internals: Hardsuits.

All Operative hardsuits share several modules in common, including:

  • A mounted grenade launcher capable of firing a variety of utility grenades. Comes pre-loaded with 3x EMP grenades, 3x smoke bombs, and 3x flashbangs, but can be loaded with more and fits up to 5 of each type.
  • A power sink, allowing the wearer to recharge their hardsuit by draining power directly from APCs.
  • A mounted chemical dispenser capable of injecting the wearer with a variety of medical chemicals. Comes loaded with 20u each of Dexalin Plus, Inaprovaline, Dylovene, Glucose, Hyronalin, Bicaridine, Dermaline, Spaceacillin, Coagulant, and Tramadol. Refillable.
  • A voice synthesiser capable of disguising the wearer's voice when active.
  • An IIS module, allowing an AI to be uploaded to the hardsuit.
  • A datajack for hacking into encrypted networks, ideal for stealing tech levels from R&D.
  • A self-destruct module that, when enabled, causes the suit to violently explode when the wearer dies. Can be triggered manually.
    • Note that triggering the module manually falls under Server Rules about suicide – if you intend to blow yourself up, you must ahelp for staff permission.
  • A mounted cooling unit, allowing IPCs and prosthetics users to use the hardsuit safely without overheating.
  • Maneuvering jets, which function as a jet pack and allow movement in space. Runs off the hardsuit's air supply.

Operative Factions

Operative Type Appearance Loadout Kit Contents Description
Solar Special Operations Unit Operative Sol.png A special forces operative working for some branch of the Sol Central Government (or perhaps a recent defector from the Frontier Alliance).

A sleek and relatively light model, the Solar operative hardsuit comes with a unique personal shield module that charges using the RIG's internal cell. It can store a number of charges that allow it to deflect projectiles, but sustained fire will quickly drain those charges. It trades complete protection for light armor that can be easily penetrated once the shield is exhausted.
Gilgameshi Commando Operative GCC.png A military commando of the Gilgamesh Colonial Confederation.

The Gilgamesh heavy hardsuit is staggeringly slow, but has the heaviest armor of any operative hardsuit. While other operatives are more appropriate for hit-and-runs and evasive tactics, this suit is built to tank direct fire and dish out as much pain with its mounted 7mm minigun. The minigun takes a staggeringly long time to reload and is not particularly accurate or damaging per shot, but the sheer volume of fire is enough to compensate.
Syndicate Mercenary Operative Mercenary.png
  • Crimson hardsuit control module
  • A standard 10mm revolver and two Standard Speedloaders
  • Combat turtleneck
  • Syndicate gas mask
A mercenary hired by any nebulous criminal organization of your choice, or working on your own behalf.

The crimson hardsuit comes with all the modules standard to other operative hardsuits, but offers the same protection and durability as a fully-kitted Mercenary and comes with a mounted laser cannon for extra firepower.
Corporate Operative Operative Corporate.png
  • Corporate mercenary suit control module
  • Energy Gun
  • Inducer
  • Corporate security uniform
  • Holobadge
A corporate security goon acting on the behalf of one of numerous powerful corporations.

Built for speed, the corporate mercenary hardsuit is light with minimal armor padding but grants the user a speed boost and comes with a leg actuator module allowing the user to leap up into holes above them, or scale objects like shuttles in the hangar while in full gravity. It also negates falling damage when active and allows the user to use a lunge-grab attack on middle-click. Additionally, the suit comes with a mounted ion gun and built-in armblades for extra combat capability.
Spider-Clan Ninja Operative Ninja.png A classic ninja. Comes with a katana.

The ominous hardsuit comes with a cloaking module capable of rendering the wearer totally invisible, as well as a short-range teleporter, an energy net launcher for capturing targets, and a built-in energy blade, in case the katana wasn't enough sword.


Роли
Командование
КапитанГлава персоналаАдъютантАгент внутренних дел
Инженерный департамент
Главный инженерСтарший инженерИнженерИнженер-стажёр
Исследователи
Лидер ЭКПилот ЭКИсследователь
Медицинский департамент
Главный врачХирургКонсультантВрачХимикИнтерн
Департамент исследований
Chief Science OfficerResearch AssistantRoboticistScientistSenior Researcher
Департамент Службы безопасности
Глава службы безопасностиСмотрительКриминалистОфицер службы безопасности
Сервисный департамент
КапелланШеф-стюардСтюардСанитарный техникАссистент
Департамент снабжения
КвартирмейстерГрузчикСтарательПомощник снабжения
Разнообразные
ТорговецПассажирRobot
Антагонисты
ГенокрадКультистЛоялистНаемникМятежникОперативникЗахватчикРенегатПредательВокс Рейдер