Guide to Awesome Miscellaneous Stuff: Difference between revisions

imported>Steelpoint
imported>Cecily
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* You can produce Amatoxin and Lexorin from Destroy Angel, both of which are extremely lethal in small doses!
* You can produce Amatoxin and Lexorin from Destroy Angel, both of which are extremely lethal in small doses!


=[[File:Generic_captain.png]] Command/Captain=
=[[File:Generic_captain.png]][[Generic_ce.png]][[Generic_rd.png]][[Generic_hos.png]][[Generic_cmo.png]]
* As Captain, you should ALWAYS have the pinpointer on you. That's the item you use to locate the Nuclear Disk, the guarding of which is your entire job.
 
* The Nuke Disk can fit in a wallet. Now the ops have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, box into secure briefcase filled with boxes, secure briefcase into vault!
 
* Oh, and SWAT Helmets? Spaceworthy. They're very good armour, too. Not sure how they compare to the dermal armour patch but I know they're the best thing for the captain to wear.
Captain=
* Calling the shuttle while the station's in red alert will only take six minutes instead of ten. There's three minutes time to recall.
* As Captain, you should always be carrying either the Nuke Disk, or the corresponding pinpointer: Entrust the other to somebody you can count on, like the Head of Security
* All heads have access to the ID console on the bridge. Use this if you need to demote someone or give them access to your department
* The Nuke Disk can fit in a wallet. Now the operatives have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, in a backpack full of boxes, in the AI upload.
* The default Captain's Hat is both heavily armored and spaceworthy, making it both a fashionable and robust choice of headgear


===[[File:Generic_hop.png]] Head of Personnel===
===[[File:Generic_hop.png]] Head of Personnel===
* As the HoP remove your access to the ID machine and put it on a blank ID card, when you done with the ID machine ether put it in your box or just leave it in your locker. That way if someone takes your ID from you they can't use the ID machines unless they are very attentive, many traitors and griefers have found themselves screwed over from this.
* As a failsafe, you can remove your own ID console access after granting it to a special blank card. This should slow people down who attempt to use your stolen ID to hand out all-access.
* I will sometimes split HoP access onto two or more ID's. It slows the HoP down a bit, but slows down their murderer even more as they do not know what is on each card.
* Ian is a high-priority target and thus must be guarded
* You can heal Ian by applying bruise packs to him.
* You can heal Ian by applying bruise packs to him.


==[[File:Generic_cargo.png]] Cargo Tech==
==[[File:Generic_cargo.png]] Cargo Tech==
* If you're riding a MULEbot, you can't get facehugged.
* If you're riding a MULEbot, you can't get facehugged.
* You can flip caps backward by right clicking them in hand or on your head. Don your trusty red cap, tell the captain to eat your shorts and rule the station as Bart Simpson.
* You can flip caps backward by right clicking them in hand or on your head. Don your trusty cap and tell the Captain to eat your shorts as you ride about on a MULEbot.
* Lethal projectiles can open crates. Make use of a .357, the Bartender's Shotgun, or any other projectile weapon to bust open Secure Crates.
* Packaging paper allows you to wrap things up and put them in your backpack when they wouldn't otherwise fit, like space suits!


==[[File:Cargo.png]] Traitor Cargo Tech==
==[[File:Cargo.png]] Traitor Cargo Tech==
* Any lethal projectile will open a crate, from Detective's Revolver (lots) to Shotgun/TraitorRevolver/Mateba (two shells) to Emitter. If it's ranged and can kill you, it opens crates. Couple that with the aforementioned Bartender bit, and you've got mutual supply and demand - He wants a useful shotgun, you can provide, you want opened crates, he can provide.
* Emitters can open locked crates, as can Gibonite explosions.
* Emitters can open locked crates.
* Everyone notices emitters, everyone knows "OH CARGO HAS AN EMITTER BETTER GET 'EM" but if you just borrow the shotgun?
* Crates can be trapped: Get a crate, put stuff in the crate, close the crate, apply cable coil, apply Electropack.
* Crates can be trapped: Get a crate, put stuff in the crate, close the crate, apply cable coil, apply Electropack.
* Packaging paper lets you wrap things like space suits and they'll fit in your bag.
* Emagging the Cargo Consoles allow two special crates to ordered:
** The Spec Ops crate contains several grenades and a parapen, as well as other assorted good
** The NULL_ERROR_ENTRY crate contains a random Syndicate bundle - The same kind you can buy for 20 TC in an uplink!


=[[File:Generic_chaplain.png]] Chaplain=
=[[File:Generic_chaplain.png]] Chaplain=
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