List of Basic Tactics
Current tactics are basics that are expected from proper Ironhammer Operative and utilised for training of recruits. They are simple and mostly consist of short notes, being easy to perform. You can consider them obvious and unnecessary to learn, but knowing them can be very helpful. You won't find any assault information or complex things, but if you will learn it good - it will help you during green code or blue code situations.
Pairing Patrol
Patrols shall
always be performed in pairs of two operatives/operative and cadet. Stay together at the distance of 1-2 meters (tiles) and sustain constant visual contact with eachother to stay coordinated and aware of environment. More experienced unit leads the patrol and carries additional weapon (Sol/Kammerer/Cassad), staying on comms and instructing second unit. If one unit is being attacked, perform covering fire. In case of critical injury/pain shock/death —
grab casualties (grab, do not pull) and bring them to the cover, report situation to dispatch and return to base. If impossible due to combat —
request backup and continue combat 'till the
confirmed target elimination/arrival of backup units.
Medical Dispatch
Medical Specialists (
MS, callsign
Mike) shall be escorted to the scene by
two armed operatives. Recommended equipment should include
stasis bag and
rollerbed, as primary purpose of
MS includes
stabilisation and
transportation (S&T) to IHS Medical Bay and optional transit to Moebius Industries (
MI) Medical Bay. Secondary purpose includes forensic assistance to
IHS Inspector (callsign
India).
Grab-Fu: The Lost Knowledge
Aboard the CEV Eris, everyone has guns. But sometimes the hand-to-hand (H2H) engagements have a place to occur. It seems to be just "click till horizontal" at first time, but exactly this is more complex art. Melee combat consists of intents, grabs, different tricks and punches. Let's talk about grabs. They have four types:
- Passive grab (yellow);
- Strong grab (blue);
- Agressive grab (red);
- Strangling (blinking red);
Passive grab can be used to carry injured peoples and mobs around without worsening their wounds, but
broken bones still can and will move and hurt them without splints. If you activate the grab in-hand, it will get stronger to the next stage. Note: grab reinforcement has a cooldown that is indicated in your hand. Clicking on the limb of person on
help intent with
passive grab will inspect it's skin for wounds and bones for fractures. If two peoples will grab eachother, they can dance like that on some builds, but it seems to not work on Eris. In case of
strong grab on
help intent, you will relocate the joints on legs and arms in place if they are dislocated, dislocate it on
harm intent or do a jointlock on
grab intent.
Eye-click with
harm intent on
agressive grab will poke the eyes out, if you have proper sharp thing and your target has no eye protection, while the
head-click will cut their throat, causing serious wound on head and massive bleeding. If you click the mouth with empty hand in same conditions, you will do a jab, landing a powerful punch on their face.
Mouth-click with sharp item will cut the face, making your target into a Joker. And two more sacred details. One is the secret technique of pinning — click on your target in
strong grab with
disarm intent will put them on the ground. Second and final one is the holy art of tabling. Clicking on the table in
strong grab is simple, but useful due to stun. Ah, and one more tip:
head-click on your target in
strong grab will headbutt them, dealing 20 damage to them and 10 damage to you. Experiment as you study this art, and remember the next words:
"There are no accidents."
— Master Pogway, the grandmaster of Grab-Fu