Blueshield
PRIORITY: Not defined
Superiors: Every head, Space Law and Nanotrasen Officials
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Remember, you are NOT security. Your only duty is to protect heads. Do not go around arresting criminals or doing justice, the only security matters in which you may be involved are those related to the heads you protect.
You are the Blueshield, private Protector of any and all Heads of Departments. Do not let them come to harm under any circumstance, regardless of the rest of the station's situation or intent.
Your equipment
Energy Revolver
- Found in: The weapon beacon located within your backpack.
- Used for: Keeping your Heads safe from a distance.
- Strategy: Use the stun mode to momentarily paralyze someone, and the lethal mode to finish them off.
An advanced energy revolver with the capacity to shoot both electrodes and lasers. Has the ability to be toggled between lethal mode, which will fire red lasers dealing burn damage, and electrode mode, firing non-lethal taser shots.
Damage = 20 burn damage on lethal mode.
PDW-9
- Found in: The weapon beacon located within your backpack.
- Used for: Keeping your Heads safe from a distance.
- Strategy: Use the stun mode to momentarily paralyze someone, and the lethal mode to finish them off.
An advanced personal defence weapon which self recharges; capable of firing both stun and lethal rounds towards your targets. Considerably better than its older cousin; the energy revolver. Damage = 20 burn damage on lethal mode.
Electrifier
- Found in: Your backpack shift-start.
- Used for: Brutalizing enemies from a short range, or peacefully taking them down.
- Strategy: Activate in hand to turn on, click on bad man to stun.
A slightly higher-capacity Stunbaton exclusive to the blueshield, has a larger amount of uses inside of it before it needs to be recharged, and does noticeably more brute damage when used in the harm intent.
Damage = 15 brute damage on harm intent.
You also spawn with a full security setup in your closet, a unique armor vest, and a command-linked headset to protect your sweet baby heads.
Oh god the captain just got stabbed
Your job is to protect every and all heads, with priority along the chain of command, with your life and any tools you have at your disposals. Stopping mutinies, preventing assassinations, and shoving the Meek Head of Catgirls Personnel to the ground during a heated firefight are only some of your duties.
However this does not necessarily make you a personal attack dog for the Captain, or any other heads. Your job is to protect the Heads of staff, not carry out desires to hunt the mythical Grey man. If no one's actively threatening their safety, leave it to security to sort out the issues.
Keeping an eye on your current staff-to-be watched is always a good idea, as well as keeping in constant communication with other heads, and security for possible threats to your employer's life. Leaving their side to hunt valids isn't a great idea, because while you're off brutalizing A suspicious assistant in maint, someone's stabbing the Research Director to death in their office.
Mutineers! No, the other kind
Problematic or disliked Heads are sadly a fact of life on Space Station 13, and you're often in the worst position of all - having to protect someone who's been demonized by the wider crew.
Even though a head might be being outright detrimental to the health of the station, or just being on the tail-end of a group loudly complaining, it's still your job as a Blueshield to protect and escort them to safety.
While you're not required, or even encouraged to assist a head in their shenanigans, you are well within your rights to 'Politely' request they move somewhere safer, and restrain them if need be. Keeping someone safe is extremely easy if they're strapped to your back on a straight jacket, kicking their legs around non-harmfully.
That is, unless the captain orders you to bring them in for 'endangering' his or another's life. Then your hands are simply tied...
Those Kind Fellows From Corporate
While you are required to protect every head, and follow orders directly from the captain, there may be times where the head of your station is so idiotic or rebellious that some Corporate Goons are sent to handle the situation. This is the one and only time your allegiances should change, as NT is the one Paying your bills you're ultimately loyal to.
You're contract-bound to assist the deposition of any captain ordered by a Centcomm Agent, or the CC Announcement system, especially if they're actively harming the station. However, if no CC Officials come to stop your poor captain's fun, you're stuck along for the ride. Good luck.