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ERT Guide (WIP)


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Posted (edited)

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**Guide is still a work in progress, if you have anything to add please feel free to BYOND Me or reply down below.


What is an ERT?


An Emergency Response Team, otherwise known as ERT, is a team sent by Nanotrasen with the purpose of asset protection. The ERT members in-game are apart of ERT Pheonix. ERT Pheonix is assigned to oversee research facilities in Tau Ceti. Facilities under their watch include the following: NSS Exodus, NSS Aurora, NSS Redemption, and the NSS Antlia.


When is an ERT Sent in?


An ERT can be sent in for a variety of reasons. The most common reason being a security emergency. Other reasons an ERT could be sent in is due to a medical emergency, engineering emergency, or protection of a highly valued individual such as CCIAA.


ERT Ranking:


ERT members have a fairly simple ranking system. This part of the guide will cover standard ERT deployment ranks.


Cmdr- Cmdr stands for Commander. They hold authority over all other ranks below them, and are able to assume complete control over any NT Vessel they board during their stay. While rarely seen, it is possible they are deployed to the field to assist the ERT, though they are more likely to be briefing the ERT rather than deploying with them. The Commander rank is only available to Admins.


L/Tpr- L/Tpr is the Leading Trooper of the ERT team. They are in charge of the ERT as a whole and can be identified by their armor which is blue. They issue commands to their subordinates and assist in the coordination of the team.


S/Tpr- S/Tpr stands for Specialist Trooper. They are long-standing ERT members that have specialized in either medical or engineering, though they can be apart of the security detail should the situation not require engineering or medical. Normally, they can be identified by their armor, which would be orange if they specialize in engineering, or white if they specialize in medical. They also have the ability to take over the squad in the case of no leader, or the leading being unable to lead.


Tpr- Tpr stands for Trooper. They are the basic grunts of the ERT and are almost always tasked with security.


ERT Divisions:


The ERT is composed of three divisions, Security, Medical, and Engineering each having their own gear, tasks, and trainings.


Security- The security division of an ERT is tasked with protecting and securing high valued assets. There is almost always at least one trooper in the security division on an ERT team. Members apart of this division have received advanced training in security related topics such as weapon handling, close quarters combat, Nanotrason Law, arrest procedures, rules of engagement, EVA training and more. Some members of the security division, usually a specialist, could have more advanced trainings, such as mech handling or explosive ordinance. Their gear is red in color.


Medical- The medical division of an ERT is tasked with the well-being of the ERT and the crew of the station. They can double as a combat medic, and have advanced trainings that are medical related such as advanced first aid training. They are usually seen within a station medical bay during emergencies assisting the stations medical staff. Their gear is white in color.


Engineering- The engineering division of an ERT is tasked with repairing any faults the station may have. They can also double as a combat engineer, and have advanced trainings related to engineering, primarily construction and deconstruction. They are usually seen fixing any breaches the station may have, and attempting to restore the general integrity of the station. Their gear is orange in color.




ERT Tools:


Now, the list of tools available for an ERT is a long one, and as such I will only cover advanced tools available for them.


Security-


Security has a wide selection of gear to pick from depending on the situation at hand. I will cover security weapons and equipment.

 

c1qFaBY.png Grenade Launcher- The grenade launcher is a weapon that can hold up to 6 grenades at a time. The weapon is rarely used, however, as you can not chose which grenade to fire and have to remember the order in which they were put in and the size of the weapon makes carrying it hard. The weapon is useful for deploying EMP or flash bangs distances away when throwing isn't an option though. There is one in stock.

 

1y9Hlfw.png Z8 Bulldog- The Z8 Bulldog is a carbine designed for use against armored targets. The Z8 Bulldog uses 5.56mm armor piercing rounds. It has an underslung grenade launcher, and can fire in semi-auto or 3 round bursts. There are two in stock. This weapon is a good choice for security situations as it has the ability to destroy targets with ease, though it requires two hands to be used effectively. The weapon is also resistant against EMP's.

 

mx5iSBU.png Advanced Energy Gun- The advanced energy gun is a weapon designed for a variety of situations. It has two modes, stun and lethal. The weapon also charges itself over time making it an excellent weapon to use for long-lasting situations. The weapon can also fit into backpacks or satchels making it a good backup weapon, and there are four in stock.

 

rbeooOO.png Ion Rifle- The Ion rifle is a weapon that was designed for mechanical threats. It is best used against targets with mechs or RIG suits, though the user must be cautious as some ERT gear can be disabled by friendly fire. It can not fit into backpacks or satchel making the weapon heavily situational, and it is only has ten shots before needing a recharge. There is only one in stock.

 

7LfK5HM.png W-T 550 Saber- The Saber is a sub-machine gun that has a high magazine capacity and fire-rate. The weapon is relatively small and can fit into backpacks and satchels making it a great secondary weapon. It can be equipped with both lethal and non-lethal ammunition. Three are in stock, along with a ton of lethal and non-lethal ammunition.. The weapon is resistant against EMP's.

 

o4DFHFO.png Energy Gun- The energy gun is the advanced energy guns little brother. It has a lethal and non-lethal mode. The weapon does lack the ability to charge itself. The weapon is mostly used as a side-arm. There are three in stock.

 

QbccEBd.png Night Vision Goggles- The night Vision Goggles are a handy tool when working in dark-spaces such as maintenance tunnels as it allows you to see in the dark without giving away your position with a flashlight. The drawback of the goggles is you are unable to wear sunglasses or tactical HUD's with them.

 

7u1d3S1.png Plastic Explosives- Plastic explosives are used in situations where access to an area is needed in a fast manner where RCD's or other tools can not breach. They are situational as most areas can be breached with an RCD or by other less explosive methods. The explosive charges can fit into webbing vests making them fairly easy to carry around.

 

XupU7E6.png Security RIG Suit- The security RIG suit is a very useful tool. It has the ability to turn into a full hard suit which is EVA ready, even coming with its own oxygen tank and thrusters. The security version of the RIG suit starts with a laser weapon installed that has the ability to switch between lethal and non-lethal. The weapon can be outfitted with a laser-cannon or other extremely useful modules. There are two in stock.


Medical:(WIP)


 

Mdkp6hM.png Chemical dispenser- The chemical dispenser comes with a set of pre-mixed chemicals that are vital for any medical ERT member.

 

hfIfj6K.png Medical RIG Suit- The medical RIG suit is also a useful tool. It comes equipped with a health scanner and a chemical injector to inject chemicals on the go. The chemical injector is already filled with chemicals. There are two in stock.


(More to be added to the medical section.)


Engineering:


NOTE: What I said for medical also applies for engineering. If you want anything added, or have something to add, reply below or send me a PM.

 

uMjyeou.png RCD- The RCD is a very useful tool for repairing breaches to the hull or entering locked rooms. It can quickly build/remove airlocks, floor tiles, and walls. The handheld version is less useful to the RIG mounted one however. The RIG one does not require matter clips, and does not take up space in storage compartments, but it does take up a lot of energy. There are four in stock.

 

kotH8w6.png Metal foam grenade- The metal foam grenade is a really useful tool for patching breaches temporarily. When thrown it explodes in a non-harmful way and releases foam that will harden and block air (or plasma) from spreading or escaping. There are two in stock.


Suggested load outs

Edited by Guest
Posted

You forgot the Commander (Cmdr.) rank. Although you did a pretty solid job covering all the player-accessible ranks. It's worth noting that Cmdr. is a rank reserved strictly for admin use, but it still exists on the chain of command for deployable ERTs.

(We usually spawn in as these to brief ERTs if the station has sent a fax to us detailing the situation.)

https://aurorastation.org/wiki/index.php?title=File:NT!!_Navy_-_Copy.png

Posted

Can you add a bit on loadouts? Sometimes it takes ages to get suited up because you can't figure out what goes where and how to place stuff. Being able to go off a guide would be helpful.

  • 3 weeks later...
Posted

The command hardsuit only has a jetpack in it. The command room has a lot of modules in it including an RCD, Mounted Chem injector, combat chem injector, and so on. In their room also contains an advanced energy gun and a stun revolver for distant weapons. I stay away from any pistols, using vests instead. I also want to say how exceptionally useful the advanced pinpointer is. You always want to bring it on any deployment as you can find important items like head of staffs jumpsuits and track anyone with their DNA.

  • 3 months later...
Posted

If it is any consolation, I spent a good 6 months or so on the NSS Hypatia heading their ERT program, to which i believe i still have their handbook (its like 60 pages. Cant remember who wrote it but damn its a codex.) And can recall quite a bit off of it. ERT was my life for a while, helping people acclimate to the role when the station begins to cry "Syndicate!" "Singuloth!" "Synduloth!" And suddenly four or five ghosts become ERT "squaddies". I vividly remember a character, a veteran trooper greyed at the sideburns by the name Evan Seale giving my then security officer James Beckett shooting advice. "You know those advanced energy guns will vent radiation if you fire them too much" Fully expecting Beckett to set the gun down out of fear of irradiation, but to which his intuition replied, "Not if you keep your fire under control."


And thats the overall lesson to playing ERT. Sure, there's cool gear, cool ranks, neat suits, big reputation, but the catch is simple: Keep a leash on things. ERT get things under control when they get out of control. The station is equipped to handle 98.5% of situations they get into, you are there to handle 0.5% of what they cant... the other 1% you dont have clearance to know about.


ERT can be deployed for a multitude of reasons: Mass casualty situation, heavy damage to station integrity, critical failure of engineering systems, loss of safety/security onboard due to riot or otherwise code red situation, etcetera. Knowing when an ERT is needed and when the crew is to be evacuated is a major difference. I like to say that if the crew really has no grasp on things, call an ERT. If an environmental hazard (radiation, supermatter, singulo) could swallow the ERT as well as the station? Evacuation necessary. The big portion is to remember that they are not shock assault troops. They may be equipped with quite a bit of firepower, but their ability to repair the station and heal the crew far outweighs their security worth.


"We protect the innocent. No harm will come to this crew while we are on-site. Anyone who thinks they can change that fact will learn swiftly why it exists to begin with." Field Commander (ret.) J. Beckett

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