Difference between revisions of "Pirate"

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'''WIP!!!'''
 
 
{{JobPageHeader
 
{{JobPageHeader
 
|headerbgcolor = blue
 
|headerbgcolor = blue
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|difficulty = Hard
 
|difficulty = Hard
 
|superior = No one!
 
|superior = No one!
|duties = GET DOES CREDITS MATTES!
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|duties = Listen to 1700s sea shanties, steal everything valuable, rattle your bones.
 
|guides = This page.
 
|guides = This page.
 
|quote = Yarr harr fiddlie dee.
 
|quote = Yarr harr fiddlie dee.
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So, those station-lubbers don't wanna give us our cut huh? Well, I guess we'll just go over there and take it!
 
So, those station-lubbers don't wanna give us our cut huh? Well, I guess we'll just go over there and take it!
  
==Preface==
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==You Are A Pirate==
[[Random events#Pirates|There's a low chance of the pirate event occurring during a game.]] The station receives a demand from the pirates for 80% of the cargo points present when the event triggers. If the crew cough up the money, nothing happens. If the crew refuses, or stays silent however, 3 (unlike nuke ops, the number of pirates does not scale with population) ghosts are spawned as pirates and given the objective to loot the station and to collect money.  
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[[Random events#Pirates|There's a low chance of the pirate event occurring during a game.]] The station receives a demand from the pirates for 80% of the cargo points present when the event triggers. If the crew cough up the money via the command consoles (typically in the Bridge), nothing happens.  
  
==Goals==
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If the crew refuses or stays silent, however, the pirate's ship will spawn. Each ship carries exactly three skeletal pirates; if less than three ghosts choose to be pirates, other players can still spawn in to claim unused pirate slots via the sleepers on the ship. Unlike some other antagonists, the number of pirates doesn't scale with round population.
'''The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot.'''
 
  
The goal of the pirates is to loot the station of anything valuable. The minimum target is 50000 credits, with the figure scaling with the relative prosperity of the crew.
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The goal of the pirates is to loot the station of anything valuable. The minimum target is 50000 credits, with the figure scaling with the relative prosperity of the crew. To accomplish this, the pirates spawn with energy cutlasses, laser guns, a limited amount of explosives, and some appropriately nautical duds; looting the Armory is often the first thing on the pirates' to-do list in order to get better equipment.
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One major advantage the pirates get is that they're [[Races#Skeletons|skeletons]]. As skeletons, they're completely immune to temperature, pressure, radiation, disease and embedded items, on top of not needing to eat or breathe and having no blood. This means they can safely walk around in space without protective gear, break into the station from unusual locations, and force the crew to find spacesuits or hardsuits to chase after them. The biggest downside is their complete inability to process chemicals and thus healing medicine, but they can drink milk to heal their bones, so be sure to take some from the fridge before leaving the ship.
  
 
==Ship==
 
==Ship==
[[File:Pirateship.png|right|1000px]]
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The pirate ship is where the pirates spawn. Similar to the White Ship, the pirate ship can be piloted across the station z-level, with a 3 minute cooldown between each jump. To move the ship, use the "bridge" consoles.
  
* The bridge is at the top. Similar to the White Ship, the pirate ship can be piloted across the station z-level.
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In addition, the pirate ship contains the following:
* In the middle is the armory. It is equipped with laser guns, combat shotguns, and all sorts of other goodies.
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* EVA Suits (which you need to actually get to the station) are scattered across the pirate ship. There are 3 suit storages, exactly enough for the entire crew.
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* A small armory with weapons and explosives to raid the station.
* There's a mini-medbay with "surgical tools" (more often used by the pirates who want to "roleplay" "enhanced interrogation")
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* A kitchen with some snacks, and more importantly, milk for skeletal healing.
* Sleepers, four in total, are distributed across the ship
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* A small plasma-powered generator to run the ship.
* There's an engineering area in the south of the ship. Power is generated through the turbine engine.
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* Some jetpacks, to maneuver in space.
* There's a primitive atmospherics area in the southeast of the ship.
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* The data siphon, as well as a booty detector, for detecting booty. Obviously.
* There's a well-stocked bar to the southwest of the ship
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* Numerous other piratey items, such as rum and cigars.
  
 
===Data Siphon===
 
===Data Siphon===
 
[[File:Piratedominator.png]]<br>
 
[[File:Piratedominator.png]]<br>
<br> This heap of machinery steals credits and data from unprotected systems and locks down the cargo and emergency shuttle. Although activation of this machine is optional, once its turned on, it can't be turned off short of cutting the power to the entire ship. Upon activation, it automatically starts siphoning credits from cargo, tech levels from the RnD network, and also creates a hostile environment, preventing the cargo and emergency shuttle from entering or leaving. It also broadcasts a GPS signal, so the entire crew can figure out the location of where the data siphon is. Expect the crew to go on a wild goose chase for your ship so that the emergency shuttle can dock.
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<br> The data siphon is an optional means of looting the station. When turned on, this heap of machinery automatically starts siphoning credits from cargo, tech levels from the RnD network, and also creates a "hostile environment", preventing the cargo and emergency shuttle from entering or leaving. Meanwhile, it also locks RnD and supply consoles from being accessed altogether, so science can't research new technologies and cargo can't order stuff.
 
 
====GPS Signal====
 
"Nautical Signal"
 
* You can hear shanties over the static.
 
  
==Equipment==
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However, the data siphon also broadcasts a GPS signal ("Nautical Signal"), alerts the entire crew when it's been turned on, and can't be turned back off once activated. If you choose to use it, the entire station will be able to find your ship, and they'll be coming to destroy the siphon, so be ready for a fight if you turn it on!
You spawn with a pirate bandana,  
 
  
==Tactics==
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{{Jobs}}

Revision as of 14:19, 25 February 2020

GIMME YARR STAFF
Pirate.png
Pirate
Access: Pirate
Additional Access: Any place a block of 4X will open!
Difficulty: Hard
Supervisors: No one!
Duties: Listen to 1700s sea shanties, steal everything valuable, rattle your bones.
Guides: This page.
Quote: Yarr harr fiddlie dee.

So, those station-lubbers don't wanna give us our cut huh? Well, I guess we'll just go over there and take it!

You Are A Pirate

There's a low chance of the pirate event occurring during a game. The station receives a demand from the pirates for 80% of the cargo points present when the event triggers. If the crew cough up the money via the command consoles (typically in the Bridge), nothing happens.

If the crew refuses or stays silent, however, the pirate's ship will spawn. Each ship carries exactly three skeletal pirates; if less than three ghosts choose to be pirates, other players can still spawn in to claim unused pirate slots via the sleepers on the ship. Unlike some other antagonists, the number of pirates doesn't scale with round population.

The goal of the pirates is to loot the station of anything valuable. The minimum target is 50000 credits, with the figure scaling with the relative prosperity of the crew. To accomplish this, the pirates spawn with energy cutlasses, laser guns, a limited amount of explosives, and some appropriately nautical duds; looting the Armory is often the first thing on the pirates' to-do list in order to get better equipment.

One major advantage the pirates get is that they're skeletons. As skeletons, they're completely immune to temperature, pressure, radiation, disease and embedded items, on top of not needing to eat or breathe and having no blood. This means they can safely walk around in space without protective gear, break into the station from unusual locations, and force the crew to find spacesuits or hardsuits to chase after them. The biggest downside is their complete inability to process chemicals and thus healing medicine, but they can drink milk to heal their bones, so be sure to take some from the fridge before leaving the ship.

Ship

The pirate ship is where the pirates spawn. Similar to the White Ship, the pirate ship can be piloted across the station z-level, with a 3 minute cooldown between each jump. To move the ship, use the "bridge" consoles.

In addition, the pirate ship contains the following:

  • A small armory with weapons and explosives to raid the station.
  • A kitchen with some snacks, and more importantly, milk for skeletal healing.
  • A small plasma-powered generator to run the ship.
  • Some jetpacks, to maneuver in space.
  • The data siphon, as well as a booty detector, for detecting booty. Obviously.
  • Numerous other piratey items, such as rum and cigars.

Data Siphon

Piratedominator.png

The data siphon is an optional means of looting the station. When turned on, this heap of machinery automatically starts siphoning credits from cargo, tech levels from the RnD network, and also creates a "hostile environment", preventing the cargo and emergency shuttle from entering or leaving. Meanwhile, it also locks RnD and supply consoles from being accessed altogether, so science can't research new technologies and cargo can't order stuff.

However, the data siphon also broadcasts a GPS signal ("Nautical Signal"), alerts the entire crew when it's been turned on, and can't be turned back off once activated. If you choose to use it, the entire station will be able to find your ship, and they'll be coming to destroy the siphon, so be ready for a fight if you turn it on!

Jobs on /tg/station

Jobstemp.png

Command Captain, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster, Bridge Assistant
Security Head of Security, Security Officer, Warden, Detective, Veteran Security Advisor, Prisoner
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Geneticist, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Virologist, Coroner
Supply Quartermaster, Cargo Technician, Shaft Miner, Bitrunner, Cargorilla
Service Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Spy, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland or Space Role, CentCom Intern