Difference between revisions of "Mercenary"

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|img =Generic_nukesyndie.png
|img =Generic_nukesyndie.png
|jobtitle = Mercenary
|jobtitle = Mercenary
|access = Everywhere, provided you have a brick of C4 or an Emag handy
|access = Anywhere you can get into by hacking, emagging, or exploding
|difficulty = <font style="color:red;">'''VERY HARD'''</font>
|difficulty = <font style="color:red;">'''VERY HARD'''</font>
|superior = Your Employer
|superior = Your Employer
|duties = Be creative! Kidnap crew, Sabotage and steal vital equipment, the possibilities are endless!
|duties = Kidnap and murder crew. Sabotage and steal vital equipment. Space yourself while trying to reach the ship.
|guides = [[Uplink|Guide to Telecrystals]]
|guides = This page, [[Uplink]]
}}
}}
You're a ragtag hired gun; you've been hired by a corporation to deal with one of their most influential and well funded opponents: [[Nanotrasen Corporation]]. Together with your team you're going to help your hirer's company return to the top of the stock market and make sure NanoTrasen falls to the bottom.
You and your team are ragtag hired guns, bought out by a mysterious employer (or perhaps simply your own whims) to launch an assault on the [[Stellar Corporate Conglomerate]]'s most prized asset; the [[SCCV Horizon]]. Luckily for you, you have a wide variety of tools and tricks at your disposal to accomplish your task.


<onlyinclude>A team of  highly trained and deadly mercenaries has been hired to head out to the NSS Aurora and ensure the share holders re-consider their views on the almighty NanoTrasen. Luckily the mercenaries have access to a wide range of tools to assist them on their mission. Ranging from a simple revolver to the advanced energy crossbow you have the tools to get the job done.  </onlyinclude>
==Setting Up==
You start out in your base, which possesses a Quickee's Plastic Surgeon you can use to change your appearance, and various equipment and weapons such as thermal glasses, storage pouches, guns (ballistic and laser), and faction-based clothing. Your fellow mercenaries (marked with a big red S next to their sprite) spawn alongside you, and you can converse with them by using <code>AOOC</code>. If the gamemode is combined, other antagonist players will also show up in AOOC.


'''Extended skillset - You are equipped with whatever skills you need to achieve your objective, and no more.'''
When you spawn in, start idea-lobbing with your fellow antag players. Discuss which alien species you possess the whitelists for, and settle on a "gimmick" and plan for the round. As off-ship antagonists, you have a fair amount of leeway in creating new characters to fulfill an antagonistic role, and you don't have to bend a crew character's personality to fit into antagonism. This means your gimmick can be as action-intense or peaceful as you like, so long as it engages the crew of the Horizon. Once you've settled on a plan, use the <code>Set Ambition</code> verb in the IC tab to describe your motive for the round. While not strictly necessary, your ambition shows up at the end of the round and enlightens other players on what your goal was.


== Antag OOC and Mixed Gamemodes ==
Mercenaries have a private communications channel, which you can access by prefixing your message with <code>:t</code>. You also begin with a radio [[uplink]] in your pocket, which can be used to access exploitable information and purchase any weapons or gear not found in your base.
Aurora comes with an implemented antag only OOC, Mainly used for talking gimmicks with your fellow nuke ops; however, you will find yourself in gamemodes where more antags exist on station. Use AOOC to discuss gimmicks and tactics that you believe could make the server fun.
Please note that metagaming with this will possibly lead to a warning or a full on antag ban. Follow the [[Server Rules]] and remember not to IC in OOC.
If there's any questions, please ahelp it.


== Mission Preparation ==
You also possess an Agent ID, what ''appears'' to be a regular ID card, which can be clicked on while in-hand to customize name, faction, and job title (by default, you're a "Mercenary"). This means that if you'd like to play a member of a Zeng-Hu biohazard cleanup team, it's easy to edit your ID to read "Urist McStation, Biohazard Containment Operative". The most ''important'' quality of this ID, however, is that clicking on another ID with it in hand copies that ID's access, allowing you to copy even a Captain's ID and go wherever you want.
Congratulations you've been chosen to fill this antagonistic role. Now the first thing you should do before launching your <s>inevitable</s> attack on the station is to sit down with your fellow gunmen. Discuss and create a plan for your team to follow. There's no set leader of your team but you may find someone quickly take control of the situation which is perfectly okay, provided they're sensible about it.


=== The Nuclear Code ===
===Your Ship===
You may notice on the table of the room in which you wake up is a sheet of paper with a code written on it, this is the nuclear code - a code used to activate a nuclear device alongside a
Once your team is ready to go, bring yourselves aboard the ship, strap in, and use the console to move to the points around the Horizon. Currently, you cannot move around the overmap in your shuttle, but that doesn't mean your team can't take one of the Horizon's shuttles in a pinch.  
Nuclear Authentication Disk. This is typically your fall back plan should Plan A fail.


=== Suiting Up ===
You'll also note a cloaking button on your shuttle console. If this option is disabled, the ship will receive an announcement about an unknown spacecraft entering the perimeter. Depending on your gimmick, this may complement or complicate matters.
[[File:Syndie.png|300px|thumb|alt=Syndicate Shuttle|The high tech mercenary shuttle, comes with a variety of infiltration equipment like a half finished teleporter and a cloaking device! ]]
Now before you run nilly willy into the station, you'll discover an armoury full of EVA gear and weapons, as well as a Radio Uplink for special items. You'll definitely want to pick the most fashionable suit and preferably a weapon too. It's also recommended to discuss what you will use the radio uplink for as it comes with a finite amount of crystals.


If you're one of those folk who typically tend to lose things it might be a good idea to just move the armoury contents onto the shuttle should you need a spare as you won't be coming back once you leave.
Your ship spawns with some extra engineering gear of its own, plus a fully-outfitted medbay with all important medications. The shuttle can dock with the Horizon's third deck starboard docking point, but nowhere else.


===Selecting Your Gear===
==Roleplaying As An Antag==
Depending on your plan, your selection of gear may vary. Typically you'll want to take a standard issue C-20r Submachine gun. This firearm has a high rate of fire, can be used one-handed, greatly speeding up reloads, or enabling you to do things without completely letting your guard down, and is generally lethal. Not the best weapon for hostage taking as it tends to cause internal bleeding and leave shrapnel behind which can be quite pesky to deal with, also these eat through bullets like engineering does metal so use it sparingly.. You'll also notice you also have access to an Ion Rifle, a weapon which has the ability to disable electronic devices. Especially effective against Cyborgs and crew with prosthetic limbs and organs. Additionally, 2 STS35 Assault Rifles can be found, harder hitting than the submachine guns, but requiring both hands to fire. One final standard weapon you'll find is an energy gun, a double edged sword - Stun mode which incapacitates and Lethal which is self explanatory. However these require frequent charging and have limited shots.
Playing an antagonist does not waive roleplay. While obviously you are perfectly allowed to injure, kill, and steal from other characters, you are expected to do so in an engaging fashion. Consider; if John McClane had been killed by Hans Gruber and his goons in the first ten minutes of ''Die Hard'', would that be an interesting movie to watch? The same applies to you and your roleplay. While you're contemplating your merc gimmick, ask yourself some questions:


# '''What is my motive?''' The classic actor question. You have far more freedom to create a more unhinged or uninhibited character, given that they don't have to be employed with the SCC, but giving them even a basic personality or quirks helps to develop them and create for more engaging roleplay. Giving your character a reason to do what they do can bring a number of interesting variables into play.
# '''Who do I engage with?''' Your actions threaten the integrity of the ship and its crew, so naturally the [[Security]] department will be given to interact with you in any round. But who else is going to be involved in your gimmick? Does this gimmick hinge on the merc team's faction? Are you targeting a specific crewmember, or is the Horizon in general a target of your wrath?
# '''How will I complete my objective?''' Whether or not you "win" or "lose", your gimmick will change vastly if you change your methods. Your goal can be to kill Captain Jane Coalition because NanoTrasen has decided she knows too much, but do you kidnap Dr. Muhammad Elyra to convince her to turn herself over? Do you hold the ship ransom with a nuclear bomb? Or do you opt to blackmail Jane Coalition into giving up the information to a higher bidder?


=== Radio Uplink ===
It is good to remember when being an antagonist that ''losing is fun''. You are four people up against a security team that can number up to ten, plus an entire ship of people willing to shout out your location over communications once the jig is up. Dying, being imprisoned, or even being cyborgified can all be part of the fun, so roll with the punches.
The radio uplink is a remote item teleportation device, you'll find it on the armoury floor. It can be used to summon various items out in the field which will aid you in your plan.However they run via tele-crystals and have a finite amount, forty to be exact.


Recommended purchases:
==Nuke Ops==
* Electromagnetic Card (Emag), allows access to all restricted areas and multiple ID locked terminals.
In your base in the dining area, there is a piece of paper with a code written on it. This is the nuclear code, which, along with a nuclear authentication disk, can be used to destroy the ship and end the round. Since this is obviously not a thing that is done lightly, '''activating the nuke requires admin permission''', and significant buildup should be devoted to foreshadowing the nuke's involvement.
* Plastic Explosive (C4), very useful for gaining access to anywhere when subtlety is not needed.
* Agent ID, allows you to set your character's name to anything and job to anything. Useful for impersonating officials, also can copy access from other IDs. (You start with this already, but it's extremely important and deserves a spot here just to point that out.)
You may also consider other items like the Teleporter circuit board allowing quick and easy access to the stations many restricted area's.


=== Traveling ===
But, assuming you've met all of the above criteria and you've decided on the right moment, it's time to get nuclear.
So, you're all geared up, have a plan and are raring to go? Then go ahead and board your shuttle and close the airlock behind you. Once aboard use the shuttle control panel in the cockpit to move to the Aurora. You'll also note a cloaking device button, if disabled the station will receive a warning about an unknown ship heading their way which may make life difficult for you. There are various positions to move the shuttle at the Aurora, ranging from the Telecommunications satellite and different holdings around the station.


The nuclear authentication disk is, by default, stored in the [[Captain]]'s office. You possess a pinpointer which, when active, will show a little arrow pointing in its direction. Once you've grabbed it, you'll also need your nuclear code.


===Communicating===
When you have both the disk and code, find the nuclear bomb located in the compartment at the very aft of the ship. (Keep in mind the code ''only works with this nuke'', and not the ship's scuttling device.)
Your headsets have an additional channel added to communicate with your fellow teammates access it by using ':t' in your message. This channel is private to your team only thus confidential. '''Remember:''' You can change your headset frequency to '''145.9''' to talk on the common channel.


====Useful information====
===SOMEBODY SET US UP THE BOMB===
All fellow mercenaries have a large ''S'' next to their player ingame, so try and avoid shooting them by mistake especially while in disguise.
Once you've found an appealing place for your nuke, you'll need to properly set it up.
# Right click the device to open its control panel.
# Make it deployable.
# Click it with your open hand.
# Place the authentication disk into the slot.
# Punch in the nuke code and hit enter.
# Set the time. Make sure to give yourself sufficient time to get off the ship; or don't.
# Set it to <code>Armed</code>.
# Disengage the anchor.
# Begin the countdown. If you die at this point, the nuke will still go off.
# Place the nuke anywhere you want on the station.
# Anchor it.
# Remove the authentication disk.
# Guard it with your life. <s>Spacing it is cheap.</s>
# Get to your ship and get the hell out of dodge, or die in glorious nuclear hellfire.


The voidsuit can be placed in a backpack, useful for stealthier infiltrations with plans to go loud, or to carry one for a captured mercenary, when you move to spring him from captivity.
==Contracts and Exploitable Information==
[https://byond.aurorastation.org/syndie/contracts Contracts] are player-submitted antagonist prompts from unscrupulous sorts that involve theft, murder, vandalism, and other such crimes. If you are particularly in a bind for ideas, you can use these as a jumping-off point for your gimmick.


The cyanide pill (the one you spawn with in your box, yes that one) can be used for a quiet kill, rather than a desperate attempt to take your own life.
Exploitable information is player-written dirty little secrets about crew characters that can be looked up using your uplink. It isn't a hard and fast rule that all of the information is canonical; merely that the information about a character is plausible enough to give you, the antagonist, something to act on.


===Nuclear Sabotage===
Keep in mind that this information doesn't always need to be something painting a target on said character's back; you can do a lot with the mere fact that a character can be bribed. Also note that if your plan is to kill a character for their compromising information, ''make sure to roleplay with them first''.


Did your plan fail? Have all fellow agents been killed? or have you just met flatout unbeatable forces? Then time to use Plan B. It's time to activate the stations Self Destruct Device, or Nuke for short. To use it you're going to need a few things.
==Tips and Tricks==
 
* If you think your gimmick could be improved by a smidgen of adminbus, feel free to send an admin help and ask for something to be spawned. Whether or not it's allowed is up to the discretion of the admin in question, so don't lean on it too heavily. Examples include spawning [[Lii'dra]] gear and black k'ois, miscellaneous xenowear, and special faction gear.
Remember the nuclear authentication I mentioned earlier?, it's typically stored by the [[Captain]] somewhere. Luckily you have a pinpointer device from the armoury to help you locate it should the captain become indisposed. Simply click on the pinpointer to activate it then follow the arrow on its screen to find the disk.
* Taking hostages can be a mixed bag, so use them with due caution. Rounds where the entire gimmick is centred around taking a hostage can quickly get tedious for everyone who isn't [[Security]] or the aforementioned hostage, particularly when you make excessive demands such as "I want all of the ship's funds" or "please give me the Captain in exchange for this [[Hangar Technician]]".
 
* Hostages work best when you're using them for brief periods of time as leverage to get out of a sticky situation. If Cindi Kate grabs Urist McStation and uses him as a human shield while John Sol has a gun pointed at her, Cindi Kate can slowly back out of the room and put some distance between herself and security. The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.
Also the nuclear code from earlier comes into play now, so if you forgot it or lost it then stop reading now and sit in the corner and feel ashamed, if not read on.
* [[Human Wildlands]] gimmicks and [[Einstein Engines]] gimmicks are very, very common. They can be well done, but generally speaking, the more creative you are the better the experience for yourself and others and relatively rarely seen gimmicks such as [[Scarabs|members of the Scarab fleets]] can be quite interesting. If you can't think of anything, though, don't be afraid to fall back on them.
 
Now that you have the disk, return to your shuttle and grab the Nuclear Device located in the compartment at the very aft of the ship. Keep in mind that the nuclear code you received at the start of the round will '''only work with this nuke''' and will not work with the station's nuke or any others.
 
==Bomb Initiation Club==
Once you've found an appealing place for your nuke, you'll need to properly set it up, simply follow this handy and simple guide to activating a nuclear device:
 
* Right click the device to open it's control panel.
* Make it deployable.
* Click it with your open hand.
* Place the Nuke disk into the slot.
* Punch in the nuke code, hit enter.
* Set the time.
* Set it to Armed.
* Disengage the anchor.
* Have it timing as you run off with the thing (if you die it will still go off).
* Place the nuke anywhere you want on the station.
* Anchor it.
* Take the Nuke Disk out.
* Either Guard the disk, space the disk, or something to throw off the crew's pin pointer.
* Get back to your shuttle.
* If any other nuke agents are alive, give them a moment to get to the shuttle.
* Once you and your buddies are loaded in the shuttle, get out of there.
 
==Tips==
* Try and subvert the AI, it can easily give you away early game, making your life a hell of a lot harder.
* Don't be afraid to intimidate the crew a little, just don't wordlessly murder crew without any Roleplay as it's considered very bad form and may even lead to a ban.
 
==Key notes about hostage taking:==
* Keep the hostages somewhere safe and secure.
* Remember to eliminate the hostage if the opposition does things you don't like.
* Remember to have an alternative way out that doesn't lead through Security Officers.
* Remember that security will still try to assault you.
* The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.
{{Antagonists}}
{{Antagonists}}
{{Jobs}}
{{Guides}}
[[Category: Jobs]] [[Category:Antagonists]]
[[Category: Jobs]] [[Category:Antagonists]]

Latest revision as of 20:26, 15 July 2023

ENEMY STAFF
Mercenary
Mercenary
Access: Anywhere you can get into by hacking, emagging, or exploding
Qualifications: Not defined
Employers: Not defined
Supervisors: Your Employer
Duties: Kidnap and murder crew. Sabotage and steal vital equipment. Space yourself while trying to reach the ship.
Guides: This page, Uplink

You and your team are ragtag hired guns, bought out by a mysterious employer (or perhaps simply your own whims) to launch an assault on the Stellar Corporate Conglomerate's most prized asset; the SCCV Horizon. Luckily for you, you have a wide variety of tools and tricks at your disposal to accomplish your task.

Setting Up

You start out in your base, which possesses a Quickee's Plastic Surgeon you can use to change your appearance, and various equipment and weapons such as thermal glasses, storage pouches, guns (ballistic and laser), and faction-based clothing. Your fellow mercenaries (marked with a big red S next to their sprite) spawn alongside you, and you can converse with them by using AOOC. If the gamemode is combined, other antagonist players will also show up in AOOC.

When you spawn in, start idea-lobbing with your fellow antag players. Discuss which alien species you possess the whitelists for, and settle on a "gimmick" and plan for the round. As off-ship antagonists, you have a fair amount of leeway in creating new characters to fulfill an antagonistic role, and you don't have to bend a crew character's personality to fit into antagonism. This means your gimmick can be as action-intense or peaceful as you like, so long as it engages the crew of the Horizon. Once you've settled on a plan, use the Set Ambition verb in the IC tab to describe your motive for the round. While not strictly necessary, your ambition shows up at the end of the round and enlightens other players on what your goal was.

Mercenaries have a private communications channel, which you can access by prefixing your message with :t. You also begin with a radio uplink in your pocket, which can be used to access exploitable information and purchase any weapons or gear not found in your base.

You also possess an Agent ID, what appears to be a regular ID card, which can be clicked on while in-hand to customize name, faction, and job title (by default, you're a "Mercenary"). This means that if you'd like to play a member of a Zeng-Hu biohazard cleanup team, it's easy to edit your ID to read "Urist McStation, Biohazard Containment Operative". The most important quality of this ID, however, is that clicking on another ID with it in hand copies that ID's access, allowing you to copy even a Captain's ID and go wherever you want.

Your Ship

Once your team is ready to go, bring yourselves aboard the ship, strap in, and use the console to move to the points around the Horizon. Currently, you cannot move around the overmap in your shuttle, but that doesn't mean your team can't take one of the Horizon's shuttles in a pinch.

You'll also note a cloaking button on your shuttle console. If this option is disabled, the ship will receive an announcement about an unknown spacecraft entering the perimeter. Depending on your gimmick, this may complement or complicate matters.

Your ship spawns with some extra engineering gear of its own, plus a fully-outfitted medbay with all important medications. The shuttle can dock with the Horizon's third deck starboard docking point, but nowhere else.

Roleplaying As An Antag

Playing an antagonist does not waive roleplay. While obviously you are perfectly allowed to injure, kill, and steal from other characters, you are expected to do so in an engaging fashion. Consider; if John McClane had been killed by Hans Gruber and his goons in the first ten minutes of Die Hard, would that be an interesting movie to watch? The same applies to you and your roleplay. While you're contemplating your merc gimmick, ask yourself some questions:

  1. What is my motive? The classic actor question. You have far more freedom to create a more unhinged or uninhibited character, given that they don't have to be employed with the SCC, but giving them even a basic personality or quirks helps to develop them and create for more engaging roleplay. Giving your character a reason to do what they do can bring a number of interesting variables into play.
  2. Who do I engage with? Your actions threaten the integrity of the ship and its crew, so naturally the Security department will be given to interact with you in any round. But who else is going to be involved in your gimmick? Does this gimmick hinge on the merc team's faction? Are you targeting a specific crewmember, or is the Horizon in general a target of your wrath?
  3. How will I complete my objective? Whether or not you "win" or "lose", your gimmick will change vastly if you change your methods. Your goal can be to kill Captain Jane Coalition because NanoTrasen has decided she knows too much, but do you kidnap Dr. Muhammad Elyra to convince her to turn herself over? Do you hold the ship ransom with a nuclear bomb? Or do you opt to blackmail Jane Coalition into giving up the information to a higher bidder?

It is good to remember when being an antagonist that losing is fun. You are four people up against a security team that can number up to ten, plus an entire ship of people willing to shout out your location over communications once the jig is up. Dying, being imprisoned, or even being cyborgified can all be part of the fun, so roll with the punches.

Nuke Ops

In your base in the dining area, there is a piece of paper with a code written on it. This is the nuclear code, which, along with a nuclear authentication disk, can be used to destroy the ship and end the round. Since this is obviously not a thing that is done lightly, activating the nuke requires admin permission, and significant buildup should be devoted to foreshadowing the nuke's involvement.

But, assuming you've met all of the above criteria and you've decided on the right moment, it's time to get nuclear.

The nuclear authentication disk is, by default, stored in the Captain's office. You possess a pinpointer which, when active, will show a little arrow pointing in its direction. Once you've grabbed it, you'll also need your nuclear code.

When you have both the disk and code, find the nuclear bomb located in the compartment at the very aft of the ship. (Keep in mind the code only works with this nuke, and not the ship's scuttling device.)

SOMEBODY SET US UP THE BOMB

Once you've found an appealing place for your nuke, you'll need to properly set it up.

  1. Right click the device to open its control panel.
  2. Make it deployable.
  3. Click it with your open hand.
  4. Place the authentication disk into the slot.
  5. Punch in the nuke code and hit enter.
  6. Set the time. Make sure to give yourself sufficient time to get off the ship; or don't.
  7. Set it to Armed.
  8. Disengage the anchor.
  9. Begin the countdown. If you die at this point, the nuke will still go off.
  10. Place the nuke anywhere you want on the station.
  11. Anchor it.
  12. Remove the authentication disk.
  13. Guard it with your life. Spacing it is cheap.
  14. Get to your ship and get the hell out of dodge, or die in glorious nuclear hellfire.

Contracts and Exploitable Information

Contracts are player-submitted antagonist prompts from unscrupulous sorts that involve theft, murder, vandalism, and other such crimes. If you are particularly in a bind for ideas, you can use these as a jumping-off point for your gimmick.

Exploitable information is player-written dirty little secrets about crew characters that can be looked up using your uplink. It isn't a hard and fast rule that all of the information is canonical; merely that the information about a character is plausible enough to give you, the antagonist, something to act on.

Keep in mind that this information doesn't always need to be something painting a target on said character's back; you can do a lot with the mere fact that a character can be bribed. Also note that if your plan is to kill a character for their compromising information, make sure to roleplay with them first.

Tips and Tricks

  • If you think your gimmick could be improved by a smidgen of adminbus, feel free to send an admin help and ask for something to be spawned. Whether or not it's allowed is up to the discretion of the admin in question, so don't lean on it too heavily. Examples include spawning Lii'dra gear and black k'ois, miscellaneous xenowear, and special faction gear.
  • Taking hostages can be a mixed bag, so use them with due caution. Rounds where the entire gimmick is centred around taking a hostage can quickly get tedious for everyone who isn't Security or the aforementioned hostage, particularly when you make excessive demands such as "I want all of the ship's funds" or "please give me the Captain in exchange for this Hangar Technician".
  • Hostages work best when you're using them for brief periods of time as leverage to get out of a sticky situation. If Cindi Kate grabs Urist McStation and uses him as a human shield while John Sol has a gun pointed at her, Cindi Kate can slowly back out of the room and put some distance between herself and security. The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.
  • Human Wildlands gimmicks and Einstein Engines gimmicks are very, very common. They can be well done, but generally speaking, the more creative you are the better the experience for yourself and others and relatively rarely seen gimmicks such as members of the Scarab fleets can be quite interesting. If you can't think of anything, though, don't be afraid to fall back on them.
Antagonist roles
Antagonists Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer
Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink