Difference between revisions of "Pirate"

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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.  
 
[[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.  
  
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.
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If the crew refuses or stays silent, however, a ship of pirates spawns somewhere in space. If there aren't enough ghosts that initially ready up to become pirates, then the pirate ship still spawns, along with sleepers that ghosts can late-join into. (wouldn't make sense for the crew to be rewarded for not paying the ransom, huh?) They can then pilot their ship to a location next to the station, and board.  
  
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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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. Generally, in order of importance, this means breaking into the vault and siphoning the station's credits, as well as all of their mined materials, killing people and looting the money from their IDs, and finally just carrying anything not bolted to the ground back to your ship.
  
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.
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There are three types of pirate crews:
  
==Ship==
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===Human Pirates===
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.
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Your run of the mill motley crew of Nanotrasen and Syndicate deserters, civilian renegades, and all-around scoundrels. The human pirate crew consists of two pirates, led by a single captain (who gets slightly better gear). They get a modestly equipped ship, which comes along with a modest armoryy, but its really nothing to be impressed about. They generally carry around energy scimitars, laser guns, and a small selection of explosives. The first thing typically on their agenda is C4-ing into the armory, in order to acquire enough weaponry to take the crew on a prolonged fight.
  
In addition, the pirate ship contains the following:
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===Silverscale Elite Royalty===
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A group of stuck-up lizard nobles have come out to the station, seeking tribute! (yes, they exist!) I mean, they come in a shuttle made completely out of silver, god knows what they need that tribute for. When in danger, they can harden up into a silver statue, which'll require you to spear to death rather than baton to death! They'll most likely use it to get the jump on you, however.
  
* A small armory with weapons and explosives to raid the station.
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===Skeleton Pirates===
* A kitchen with some snacks, and more importantly, milk for skeletal healing.
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Yarr harr harr! The skeleton pirates now command THE FLYING DUTCHMAN, complete with ghastly inhabitants! The ship is armed with four cannons, which can be loaded with various cannonballs, found onboard the ship. Once 15u of gunpowder are put into the cannon, and exposed to a fiery device (anything that can light a cigarette will work, from cheap lighters to plasma cutters will work), the gun will fire, with considerable impact.
* A small plasma-powered generator to run the ship.
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* The '''standard cannonball''' instantly puts an unarmored person from full health to critical, assuming that they are hit in the chest or in the head. If it impacts a limb, it will most certainly delimb! Upon impact, it will spray shrapnel around in a radius. Most of the time though, you'll use it to barrage an opening into the station.  
* Some jetpacks, to maneuver in space.
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* Speaking of creating breaches, there are '''explosive cannonballs''', which make quite a big boom upon impact. The vastly unspectral human pirates have to C4 their way into the station, all you need to do is fire your cannon vaguely at security, and boom, the armory is now yours to loot!
* The data siphon, as well as a booty detector, for detecting booty. Obviously.
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* Sometimes the crew fights back with these newfangled things, mechs and borgs, I think they call them. Well, they're no problem now, if you use the '''malfunction shot''', which generates a large EMP upon impact. Of course, these can also be used to shell the station, disabling APCs, breaking lights, and rendering much of security's energy weapons useless!
* Numerous other piratey items, such as rum and cigars.
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* When you've given up looting an area, fire '''THE BIGGEST ONE'''! Quite rare, given their propensity for sinking their discharger's ship rather than their intended recipient. You are heavily advised to have your ship positioned at a safe distance when firing this one. It's essentially an explosive cannonball, but bigger! Better not fire this one at the armory, given that there won't be any guns remaining for you to loot after this one hits!
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Oh yeah, did I note, you're completely immune to temperature, pressure, radiation, disease and embedded items, on top of not needing to eat or breathe and having no blood. The other lowly pirates might need EVA suits, but not you! This enables you to break into the station from unusual locations, and keep up a brisk pace in space, whilst the landlubbers have to don bulky hardsuits. That's not to say that life as a skeleton is all flowers and sunshine. Your biggest downside is your complete inability to process chemicals, meaning that much of the medicine that you can loot from the station is completely useless. Thankfully, you can drink milk to heal. Remember to take some from the fridge onboard your ship, and if you've ran out, to loot the station's kitchen. If you've really ran out, there's typically a cow within the station's garden that you can milk, and barring that, you can order milk (or cows) via cargo. (but jeez, what a waste of your hard-earned credits...) Take care to differentiate between space milk and soy milk, however!
  
 
===Data Siphon===
 
===Data Siphon===

Revision as of 06:06, 19 July 2021

GIMME YARR STAFF
Pirate.png
Pirate
Access: Pirate
Additional Access: Any place a block of 4X will open!
Difficulty: Hard
Supervisors: The Pirate Captain
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, a ship of pirates spawns somewhere in space. If there aren't enough ghosts that initially ready up to become pirates, then the pirate ship still spawns, along with sleepers that ghosts can late-join into. (wouldn't make sense for the crew to be rewarded for not paying the ransom, huh?) They can then pilot their ship to a location next to the station, and board.

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. Generally, in order of importance, this means breaking into the vault and siphoning the station's credits, as well as all of their mined materials, killing people and looting the money from their IDs, and finally just carrying anything not bolted to the ground back to your ship.

There are three types of pirate crews:

Human Pirates

Your run of the mill motley crew of Nanotrasen and Syndicate deserters, civilian renegades, and all-around scoundrels. The human pirate crew consists of two pirates, led by a single captain (who gets slightly better gear). They get a modestly equipped ship, which comes along with a modest armoryy, but its really nothing to be impressed about. They generally carry around energy scimitars, laser guns, and a small selection of explosives. The first thing typically on their agenda is C4-ing into the armory, in order to acquire enough weaponry to take the crew on a prolonged fight.

Silverscale Elite Royalty

A group of stuck-up lizard nobles have come out to the station, seeking tribute! (yes, they exist!) I mean, they come in a shuttle made completely out of silver, god knows what they need that tribute for. When in danger, they can harden up into a silver statue, which'll require you to spear to death rather than baton to death! They'll most likely use it to get the jump on you, however.

Skeleton Pirates

Yarr harr harr! The skeleton pirates now command THE FLYING DUTCHMAN, complete with ghastly inhabitants! The ship is armed with four cannons, which can be loaded with various cannonballs, found onboard the ship. Once 15u of gunpowder are put into the cannon, and exposed to a fiery device (anything that can light a cigarette will work, from cheap lighters to plasma cutters will work), the gun will fire, with considerable impact.

  • The standard cannonball instantly puts an unarmored person from full health to critical, assuming that they are hit in the chest or in the head. If it impacts a limb, it will most certainly delimb! Upon impact, it will spray shrapnel around in a radius. Most of the time though, you'll use it to barrage an opening into the station.
  • Speaking of creating breaches, there are explosive cannonballs, which make quite a big boom upon impact. The vastly unspectral human pirates have to C4 their way into the station, all you need to do is fire your cannon vaguely at security, and boom, the armory is now yours to loot!
  • Sometimes the crew fights back with these newfangled things, mechs and borgs, I think they call them. Well, they're no problem now, if you use the malfunction shot, which generates a large EMP upon impact. Of course, these can also be used to shell the station, disabling APCs, breaking lights, and rendering much of security's energy weapons useless!
  • When you've given up looting an area, fire THE BIGGEST ONE! Quite rare, given their propensity for sinking their discharger's ship rather than their intended recipient. You are heavily advised to have your ship positioned at a safe distance when firing this one. It's essentially an explosive cannonball, but bigger! Better not fire this one at the armory, given that there won't be any guns remaining for you to loot after this one hits!

Oh yeah, did I note, you're completely immune to temperature, pressure, radiation, disease and embedded items, on top of not needing to eat or breathe and having no blood. The other lowly pirates might need EVA suits, but not you! This enables you to break into the station from unusual locations, and keep up a brisk pace in space, whilst the landlubbers have to don bulky hardsuits. That's not to say that life as a skeleton is all flowers and sunshine. Your biggest downside is your complete inability to process chemicals, meaning that much of the medicine that you can loot from the station is completely useless. Thankfully, you can drink milk to heal. Remember to take some from the fridge onboard your ship, and if you've ran out, to loot the station's kitchen. If you've really ran out, there's typically a cow within the station's garden that you can milk, and barring that, you can order milk (or cows) via cargo. (but jeez, what a waste of your hard-earned credits...) Take care to differentiate between space milk and soy milk, however!

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, 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