DELTA Compendium

Introduction to Delta
Might as well do this one for WIP. You are Delta. You have Big Guns. You have Bigger Armor. Go crazy.

You really shouldn't need a guide for this, but hey, might as well for consistency, and because some Delta Vets are just absolutely stupid.

Handbook to Merc for your Basic Actual Needs. Now its Legacy ayy

Being Delta
Behave as if you are a Special Ops Alpha who was lucky enough to get an extra big weapon with extra pauldrons for more protection. You are easily the smallest squad by far, and you are VERY IMPORTANT. DO NOT DIE. You make Zurganids much more powerful because you provide more biomass than anyone other than the Squad Leaders. Stick together with your fellow veterans, or Mercs in general.

It's important to note that, because you have as much Cleverness as an Engineer or Medic, you can still be valuable supporting other Mercs despite your superior weapons and armor - a good Veteran should be ready to keep his fellow mercenaries upright, or throw up barricades when the Zurgs are about to break through. On the topic of cooperation, if you can get Gamma to bodyblock for you while you melt the enemy with your superior weapons, the Zurgs will cry. Remember that you're going to be a priority target on the ground, and that having 1 extra point of Endurance and a higher tier of armor isn't as resilient as you might think. Use your big guns and still-average speed to keep the Zurganids from getting close enough to hit you in the first place. If you want to be a tank, either metaphorically or literally, you should probably sign up for Gamma instead.

The White Castle armor will reduce your Cleverness and Reflex in exchange for raising your Muscle. This will make you more effective at combat, but much slower at reloading and only equally effective at support compared to any other Merc. The other two choices are identical aside from fashion, and the ability to purchase the Lasgun rifle with the Chaplain armor.

In terms of guns, the SAW is like a big assault rifle with boxes that only fit in backpacks, the Chaingun is a proper bullet hose whose belts only fit in your back and chest slot, the M12 Rifle is like Beta's Mondragon but with ridiculous damage instead of explosions, and the Rocket Launcher does about what you would expect. The Rocket Launcher only holds 4 rockets per clip, and you get two per W$, so it's best taken as a way to wipe out HEAVY enemies when you're otherwise using a melee weapon. Or to make a Hive scream in agony when the last half their health disappears before they can run off. The Chaingun also costs a full W$ per ammo belt, and the SAW gets two boxes for the same. Only the M12 has free ammunition, though it's also more specialized and more expensive than the other options, and has options for special ammo types.

All of Delta's "magazines," including the rocket clips, can only be refilled at special red supply boxes, instead of the green ones every other squad can use. You can carry supply boxes on your back instead of packing extra magazines into a backpack, which is recommended if you want to be able to buy any attachments. The White Castle unique Slider halberd is generally less powerful than either of the automatics, even at close range, sadly. You additionally have access to the full normal Merc arsenal, but if you're going to actually buy anything from there aside from a small gun to stuff in your suit as an emergency weapon you might as well play as a normal Alpha Merc.

You have 8 W$, which seems fairly generous at first, but your weapons cost a lot, so don't overspend on attachments and be left without any bullets to shoot. You can technically buy multiple guns if you get extra weapon credit from the CO or a Crewman, but you'll probably have to specifically ask. Most Veterans spend their 4 G$ on a backpack, belt, Ketamine, and Ultrazine, but as said above you can build barricades surprisingly quickly, and you may be able to find a backpack on the lower deck. Remember to take Medical Pouches - which goes for every single role, so I shouldn't have to tell you that if you're experienced enough to try Delta.

It's also worth noting that it may be a good idea to wait until the mission type is confirmed before buying your weapon; LV-51 favors the sustained damage of the Chaingun, the M12 becomes a solid choice on Defense as it can instantly down a Marine, and the SAW can tear through Zurgs extremely quickly in a standard Extermination.

Expect a more detailed Guide when more maps or objectives are added.

Other Tips

 * Stick Together with everyone else. A lone vet is a dead vet
 * Murder all Zurganids on sight
 * Don't get murdered yourself
 * @Mport Side-Objectives When.