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Pirate
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=== Dangerous Pirates === ====Skeletons==== * '''Flavor Text:''' "Ahoy! This be the Flying Dutchman! Cough up 10,000 credits or you'll walk the plank!" Yarr harr harr! The skeleton pirates now command THE FLYING DUTCHMAN, complete with ghastly inhabitants! The ship is armed with several 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), 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 on looting an area, fire '''THE BIGGEST ONE'''! Quite rare, given their propensity for sinking their discharger's ship rather than their intended recipient. Simply put, it is a toxins maxcap. Better not fire this at the armory, given that there won't be any guns remaining for you to loot! 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! ==== Ex-Pharmacists (Or Harmacists) ==== * '''Flavor Text:''' "The station has refused to fund your research, so you will 'convince' them to donate to your charitable cause." While they are human like the standard rogues, ex-pharmacists have a wide array of biohazards at their disposal, enough to make them rival even a small ''nuclear operative force.'' * '''Fungal Tuberculosis Grenade:''' An exceedingly dangerous virus bomb normally only available to nuclear operatives. Comes with a pack of vaccines for your buddies, use them. * '''Biohazardous Chemical Sprayer:''' A ranged chemical weapon similar to a spray bottle, but capable of knocking down and poisoning crew.with a special toxin cocktail. * '''Poison Kit:''' The same kit available to traitors, experiment with chemical grenades! * '''Interdyne Modsuits:''' Special medical modsuits supplied with extra modules. In addition to the above, the ship is also equipped with full chemistry and virology labs, and even a working cryotube! With such a wide array of equipment, it is recommended that you experiment to get the most out of your bioweapon arsenal. ==== Space IRS ==== * '''Flavor Text:''' "Not even in the expanse of the expanding universe can someone evade the tax man! Whether you are just a well disciplined and professional pirate gang or an actual agent from a local polity. You will squeeze the station dry of it's income regardless! Through peaceful means or otherwise..." Specializing in ship combat, these pirates are at their strongest on the station, and their weakest in space. Overall, their arsenal shines in ranged combat, coming equipped with autorifles, pistols, breaching shotguns, and other nonlethal incapacitation methods like telescoping batons and a grenade launcher with flashbangs and smoke bombs. Defensively, they come with tactical vests and a ship heavily defended by ballistic turrets, though excessive reliance on the ship is inadvisable.
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