Ironhammer Security Database

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LeadOnTaste
Posts: 4
Joined: Tue Jun 08, 2021 6:53 am

Ironhammer Security Database

Post by LeadOnTaste »

Ironhammer Security Database: Info

This is the place where Ironhammer mainers publish their data, such as guides and loadouts, to help new players in getting acknowledged with Ironhammer, get with it's differences with vanilla Security Department and become proper members of Ironhammer Security.
Database was created in response to bad feedback on Ironhammer Security, describing them as mostly "shitcurity", but also noticing RU-Eris players being acceptable and "decent" members of the department. Here are being stored tactical guides, loadout notes and different miscellaneous documentation, like ten-code list and also unofficial Ironhammer March [WIP].
Last edited by LeadOnTaste on Wed Jun 09, 2021 4:56 pm, edited 2 times in total.
LeadOnTaste
Posts: 4
Joined: Tue Jun 08, 2021 6:53 am

Ironhammer Security Tactical Manuals

Post by LeadOnTaste »

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
Last edited by LeadOnTaste on Wed Jul 07, 2021 10:04 am, edited 2 times in total.
LeadOnTaste
Posts: 4
Joined: Tue Jun 08, 2021 6:53 am

Ironhammer Security Loadout List

Post by LeadOnTaste »

Top Gear: Loadout List

Ironhammer has a plenty of equipment at the ship armoury, lockers and vendors at roundstart. To be effective you must manage it properly and plan your belongings. For such purposes, Ironhammer Security has a database with different loadouts, consisting of weapon, ammo, armour, etc.

№1: Police Academy

Armour:
  • Cap, IH Field
  • Basic Operator Armour (not full vest)
Weapon and ammo:
  • PDW Martin
  • 2 Asters Robustcell 200S
Belt:
  • Police Tape
  • Hailer
Pockets:
  • Flash
  • Handcuffs
№2: Patrol Officer

Armour:
  • Bulletproof Helmet
  • Bulletproof Armour
  • Tactical Balaclava
  • IH Gasmask (in case of hull breach, keep in satchel)
Weapon and ammo:
  • FS HG .35 Auto "Paco"
  • 2 .35 Auto magazines (rubber)
Belt:
  • Pepperspray
  • FS FBG "Serra"
  • Hailer
  • Police Tape
Pockets:
  • Flash
  • Handcuffs
№3: SWAT Operative

Armour:
  • Ironhammer Hardsuit (RIG)
  • Tactical Balaclava
Weapon and ammo:
  • FS HG .35 Auto "Paco" (holstered)
  • 2 .35 Auto magazines
  • FS AR .20 "Wintermute"
  • 2 .20 magazines
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