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	<updated>2026-04-10T05:01:56Z</updated>
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	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=21479</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=21479"/>
		<updated>2021-10-24T11:30:32Z</updated>

		<summary type="html">&lt;p&gt;Lunarflu: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN- TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Hivelord.png&lt;br /&gt;
|castetitle = Hivelord&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Aliens.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4560 Hivelord Guide], [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide], [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, as its name implies, is the workhorse of the Hive. Where [[Drone]]s would be the humble workers, the Hivelord is capable of moving mountains, more or less literally. Enjoying an increased plasma reserve and a greatly increased plasma regeneration, it can build far more, far more often, far more efficiently, capable of easily creating a whole new Hive chamber where a Drone might have to take multiple breaks to recharge its plasma. The Hivelord&#039;s resin walls are also a lot stronger than the resin walls of her sisters, making him a high priority caste for building large nests and defensive works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, however, trades this ability to shape the Hive with probably one of the weakest combat abilities in the entire Hive. It has a small health pool, a very weak attack, and a sluggish speed when caught off weeds. This all compounds into making the Hivelord a big, obvious target, meaning that any badly planned adventure out of the Hive, much less near Marine positions, will end very poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the Hivelord is not just a better Drone, and enjoys new, powerful abilities. Like the Drone, it has access to its trusty [[Pheromones]] but slightly more powerful than them. For its own uses, he also has access to the &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability, allowing it to become one with the weeds and get a speed boost that would almost rival a [[Lurker]] as long as it walks the weeds.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Hivelord ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hivelord, the vast majority of your time will be spent away from the frontlines, building up the Hives that your sisters will soon use as defensive positions. It is highly recommended to not step up into direct combat with tallhosts, even if assisted by stronger sisters, as you will probably take a major thrashing without much use and might even get killed on the spot. The Hivelord can however afford to stay in combat on terrain it controls, fully weeded and built up with resin to allow it to easily get out of dangerous encounters and use its &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability to rapidly change positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resin Walker&#039;&#039;&#039; should always be enabled when possible. While it will draw into your plasma regeneration, it is already massive enough to not be an issue. In exchange, you will gain a massive speed boost, allowing you to get around quickly as long as you stick to weeds. Of course, if the path you need to take does not have said weeds, you might want to expand your garden a little bit.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. .This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hivelord Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Defensive Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Offensive Buildable Structures}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure. Hivelord Resin Structures are significantly more durable than [[Drone]] or [[Queen]] structures. As a Hivelord, you secrete resin faster than the [[Drone]] you evolved from. You can also secrete resin into adjacent tiles by hovering your mouse over them while activating this ability and upgrade normal Resin Structure the same way. However, due to these advantages Hivelord Structure costs 33% more plasma to secrete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfers 200 Plasma to &#039;&#039;any target you can see&#039;&#039;. You have to stand still when transferring, but not for as long as when you were a [[Drone]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to the drone due to how the hivelord has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone.&lt;br /&gt;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains|&#039;&#039;&#039;Resin Whisperer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Resin Whisperer ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete_Resin.png]]&amp;lt;br&amp;gt;Coerce Resin&lt;br /&gt;
|Toggle the ability to remotely create the resin structure you&#039;ve selected.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 150 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hivelord Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hivelords consume plasma quickly when building. To more effectively set up hive defenses at the beginning of the round, find a Drone to feed you plasma -- and between the two of you, you should be able to continue building nearly uninterrupted.&lt;br /&gt;
&lt;br /&gt;
* Make sure to study your [[Hives|Hive Building theory]]. Knowing all the resin structures you can build and their uses in and out is a must, not a plus, as a Hivelord. A Hivelord that cannot build proper Hives is a waste of a Tier 2 slot and a major burden on the Hive as there will rarely be more than two, and probably just one.&lt;br /&gt;
&lt;br /&gt;
* In combat, you should always be in the back line, fortifying and repairing damage while your sisters bring the fight to the tallhosts. In a siege, you can afford to be the frontline as you build and rebuild your main line of resin walls, but if you get shot you should fall back quickly. Despite your size, you are no tank and bullets will rapidly tear through your delicate chitin.&lt;br /&gt;
&lt;br /&gt;
* If ever you are caught in direct combat, emit Frenzy pheromones, stick to weeds, and use your resin structures as cover. Running should always stay a solid option, a single mistake can cost you your life.&lt;br /&gt;
&lt;br /&gt;
Hivelords can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further.&lt;/div&gt;</summary>
		<author><name>Lunarflu</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=21478</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=21478"/>
		<updated>2021-10-24T11:14:14Z</updated>

		<summary type="html">&lt;p&gt;Lunarflu: Undo revision 21477 by Lunarflu (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN- TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Hivelord.png&lt;br /&gt;
|castetitle = Hivelord&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Aliens.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4560 Hivelord Guide], [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide], [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, as its name implies, is the workhorse of the Hive. Where [[Drone]]s would be the humble workers, the Hivelord is capable of moving mountains, more or less literally. Enjoying an increased plasma reserve and a greatly increased plasma regeneration, it can build far more, far more often, far more efficiently, capable of easily creating a whole new Hive chamber where a Drone might have to take multiple breaks to recharge its plasma. The Hivelord&#039;s resin walls are also a lot stronger than the resin walls of her sisters, making him a high priority caste for building large nests and defensive works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, however, trades this ability to shape the Hive with probably one of the weakest combat abilities in the entire Hive. It has a small health pool, a very weak attack, and a sluggish speed when caught off weeds. This all compounds into making the Hivelord a big, obvious target, meaning that any badly planned adventure out of the Hive, much less near Marine positions, will end very poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the Hivelord is not just a better Drone, and enjoys new, powerful abilities. Like the Drone, it has access to its trusty [[Pheromones]] but slightly more powerful than them. For its own uses, he also has access to the &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability, allowing it to become one with the weeds and get a speed boost that would almost rival a [[Lurker]] as long as it walks the weeds.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Hivelord ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hivelord, the vast majority of your time will be spent away from the frontlines, building up the Hives that your sisters will soon use as defensive positions. It is highly recommended to not step up into direct combat with tallhosts, even if assisted by stronger sisters, as you will probably take a major thrashing without much use and might even get killed on the spot. The Hivelord can however afford to stay in combat on terrain it controls, fully weeded and built up with resin to allow it to easily get out of dangerous encounters and use its &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability to rapidly change positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resin Walker&#039;&#039;&#039; should always be enabled when possible. While it will draw into your plasma regeneration, it is already massive enough to not be an issue. In exchange, you will gain a massive speed boost, allowing you to get around quickly as long as you stick to weeds. Of course, if the path you need to take does not have said weeds, you might want to expand your garden a little bit.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. .This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hivelord Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Defensive Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Offensive Buildable Structures}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure. Hivelord Resin Structures are significantly more durable than [[Drone]] or [[Queen]] structures. As a Hivelord, you secrete resin faster than the [[Drone]] you evolved from. You can also secrete resin into adjacent tiles by hovering your mouse over them while activating this ability and upgrade normal Resin Structure the same way. However, due to these advantages Hivelord Structure costs 33% more plasma to secrete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfers 200 Plasma to &#039;&#039;any target you can see&#039;&#039;. You have to stand still when transferring, but not for as long as when you were a [[Drone]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to the drone due to how the hivelord has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone.&lt;br /&gt;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resin_Walker.png]]&amp;lt;br&amp;gt;Resin Walker&lt;br /&gt;
|When activated increases the movement speed of the hivelord when on weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma and then drains plasma while active.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains|&#039;&#039;&#039;Resin Whisperer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Resin Whisperer ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete_Resin.png]]&amp;lt;br&amp;gt;Coerce Resin&lt;br /&gt;
|Toggle the ability to remotely create the resin structure you&#039;ve selected.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 150 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hivelord Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hivelords consume plasma quickly when building. To more effectively set up hive defenses at the beginning of the round, find a Drone to feed you plasma -- and between the two of you, you should be able to continue building nearly uninterrupted.&lt;br /&gt;
&lt;br /&gt;
* Make sure to study your [[Hives|Hive Building theory]]. Knowing all the resin structures you can build and their uses in and out is a must, not a plus, as a Hivelord. A Hivelord that cannot build proper Hives is a waste of a Tier 2 slot and a major burden on the Hive as there will rarely be more than two, and probably just one.&lt;br /&gt;
&lt;br /&gt;
* In combat, you should always be in the back line, fortifying and repairing damage while your sisters bring the fight to the tallhosts. In a siege, you can afford to be the frontline as you build and rebuild your main line of resin walls, but if you get shot you should fall back quickly. Despite your size, you are no tank and bullets will rapidly tear through your delicate chitin.&lt;br /&gt;
&lt;br /&gt;
* If ever you are caught in direct combat, emit Frenzy pheromones, stick to weeds, and use your resin structures as cover. Running should always stay a solid option, a single mistake can cost you your life.&lt;br /&gt;
&lt;br /&gt;
Hivelords can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further.&lt;/div&gt;</summary>
		<author><name>Lunarflu</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=21477</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=21477"/>
		<updated>2021-10-24T11:13:41Z</updated>

		<summary type="html">&lt;p&gt;Lunarflu: removes old ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN- TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Hivelord.png&lt;br /&gt;
|castetitle = Hivelord&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Aliens.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4560 Hivelord Guide], [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide], [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, as its name implies, is the workhorse of the Hive. Where [[Drone]]s would be the humble workers, the Hivelord is capable of moving mountains, more or less literally. Enjoying an increased plasma reserve and a greatly increased plasma regeneration, it can build far more, far more often, far more efficiently, capable of easily creating a whole new Hive chamber where a Drone might have to take multiple breaks to recharge its plasma. The Hivelord&#039;s resin walls are also a lot stronger than the resin walls of her sisters, making him a high priority caste for building large nests and defensive works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, however, trades this ability to shape the Hive with probably one of the weakest combat abilities in the entire Hive. It has a small health pool, a very weak attack, and a sluggish speed when caught off weeds. This all compounds into making the Hivelord a big, obvious target, meaning that any badly planned adventure out of the Hive, much less near Marine positions, will end very poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the Hivelord is not just a better Drone, and enjoys new, powerful abilities. Like the Drone, it has access to its trusty [[Pheromones]] but slightly more powerful than them. For its own uses, he also has access to the &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability, allowing it to become one with the weeds and get a speed boost that would almost rival a [[Lurker]] as long as it walks the weeds.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Hivelord ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hivelord, the vast majority of your time will be spent away from the frontlines, building up the Hives that your sisters will soon use as defensive positions. It is highly recommended to not step up into direct combat with tallhosts, even if assisted by stronger sisters, as you will probably take a major thrashing without much use and might even get killed on the spot. The Hivelord can however afford to stay in combat on terrain it controls, fully weeded and built up with resin to allow it to easily get out of dangerous encounters and use its &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability to rapidly change positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resin Walker&#039;&#039;&#039; should always be enabled when possible. While it will draw into your plasma regeneration, it is already massive enough to not be an issue. In exchange, you will gain a massive speed boost, allowing you to get around quickly as long as you stick to weeds. Of course, if the path you need to take does not have said weeds, you might want to expand your garden a little bit.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. .This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hivelord Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Defensive Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Disabled&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Offensive Buildable Structures}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure. Hivelord Resin Structures are significantly more durable than [[Drone]] or [[Queen]] structures. As a Hivelord, you secrete resin faster than the [[Drone]] you evolved from. You can also secrete resin into adjacent tiles by hovering your mouse over them while activating this ability and upgrade normal Resin Structure the same way. However, due to these advantages Hivelord Structure costs 33% more plasma to secrete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfers 200 Plasma to &#039;&#039;any target you can see&#039;&#039;. You have to stand still when transferring, but not for as long as when you were a [[Drone]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to the drone due to how the hivelord has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone.&lt;br /&gt;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains|&#039;&#039;&#039;Resin Whisperer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Resin Whisperer ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete_Resin.png]]&amp;lt;br&amp;gt;Coerce Resin&lt;br /&gt;
|Toggle the ability to remotely create the resin structure you&#039;ve selected.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 150 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hivelord Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hivelords consume plasma quickly when building. To more effectively set up hive defenses at the beginning of the round, find a Drone to feed you plasma -- and between the two of you, you should be able to continue building nearly uninterrupted.&lt;br /&gt;
&lt;br /&gt;
* Make sure to study your [[Hives|Hive Building theory]]. Knowing all the resin structures you can build and their uses in and out is a must, not a plus, as a Hivelord. A Hivelord that cannot build proper Hives is a waste of a Tier 2 slot and a major burden on the Hive as there will rarely be more than two, and probably just one.&lt;br /&gt;
&lt;br /&gt;
* In combat, you should always be in the back line, fortifying and repairing damage while your sisters bring the fight to the tallhosts. In a siege, you can afford to be the frontline as you build and rebuild your main line of resin walls, but if you get shot you should fall back quickly. Despite your size, you are no tank and bullets will rapidly tear through your delicate chitin.&lt;br /&gt;
&lt;br /&gt;
* If ever you are caught in direct combat, emit Frenzy pheromones, stick to weeds, and use your resin structures as cover. Running should always stay a solid option, a single mistake can cost you your life.&lt;br /&gt;
&lt;br /&gt;
Hivelords can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further.&lt;/div&gt;</summary>
		<author><name>Lunarflu</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Senior_Enlisted_Advisor&amp;diff=21408</id>
		<title>Senior Enlisted Advisor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Senior_Enlisted_Advisor&amp;diff=21408"/>
		<updated>2021-10-15T17:01:12Z</updated>

		<summary type="html">&lt;p&gt;Lunarflu: grammar changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = SEA.png&lt;br /&gt;
|jobtitle = Senior Enlisted Advisor&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = First Sergeant / Sergeant Major &lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Nine hours as any squad role, six hours as a [[Military Police]], three hours as a [[Squad Medic]], [[Squad Engineer]], [[Squad Leader]], [[Doctor]], [[Ordnance Technician]], [[Cargo Technician]], [[Pilot Officer]] and [[Staff Officer]]. [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Mentor Application].&lt;br /&gt;
|duties = Advise the crew, act as a morale figurehead, teach newbies.&lt;br /&gt;
|guides = [[Leadership]], [[Marine Law]], [[Standard Operating Procedure]], [[Guide to Engineering]], [[Guide to construction]], [[Guide to Medicine]], [[Requisitions]]&lt;br /&gt;
|description = Your primary job is to act as an in-game mentor for new marine players, while also providing advice to command and the crew, with matters regarding [[Marine Law]] and [[Standard Operating Procedure]].&lt;br /&gt;
}}&lt;br /&gt;
= Overview =&lt;br /&gt;
&#039;&#039;&#039;Senior Enlisted Advisors (SEA)&#039;&#039;&#039; are the senior most ranked enlisted aboard the ship. An SEA&#039;s primary objective is to offer in game mentoring to any crew member aboard the ship that may need help with matters especially concerning [[Marine Law]], or [[Standard Operating Procedure]] however, you can help any other personnel that is new/inexperienced in a specific department, provided that you are confident in the operations in the department yourself. Additionally, it is their job to assist and teach new recruits the basics of how to work their legs and hands, how to fire a weapon, how to put on their clothes and how to take the dropship down to their early graves. With extensive access as well as an office directly connected to cryogenics, you have the ability to show others how to work the tools aboard the ship in order to help them understand what they must do within the capabilities of their role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: SEAs can only be played by In-Game mentors and moderator+. You can apply for mentor by accessing this link [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Mentor Application].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the SEA you are not a part of the chain of command, and are not above officers in authority. You have the ability to tell enlisted to get into shape where it may be necessary but overall you should be playing as a support character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A good SEA will:&#039;&#039;&#039;&lt;br /&gt;
* Take new players through the basics.&lt;br /&gt;
* Be a figurehead for the enlisted ranks.&lt;br /&gt;
* Follow both Marine Law and Standard Operating Procedure by the book.&lt;br /&gt;
* Advise command and other departments alike.&lt;br /&gt;
* Try to ensure every department is running smoothly.&lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
The SEA&#039;s office is where you will be able to oversee cryogenics and spot new people waking up. While you aren&#039;t required to sit here the whole round, it&#039;s a good idea to check back every once in a while to make sure any jarheads aren&#039;t left unattended.&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=0&amp;gt; &lt;br /&gt;
File:SEA_Area.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Quickstart Guide =&lt;br /&gt;
&lt;br /&gt;
== Training New Recruits ==&lt;br /&gt;
The most important job for an SEA is to train the new boots fresh out of cryogenics. Some may be unable to walk, use their hands, or even speak. The easiest way to identify fresh marines are by checking their rank. New marines that have just started playing (less than 9 hours of playtime) will be ranked E1 &amp;quot;Private&amp;quot;. It&#039;s important you do what you can to get their attention and inform them of any controls and actions they may not know about. Once they have the basics down you should take them through prep and teach them how to fire a weapon. Additionally, you may teach them how to treat their own wounds, reload, use a boot knife, go through requisitions, and deploy.&lt;br /&gt;
&lt;br /&gt;
== Advising the Crew ==&lt;br /&gt;
If you end up with some downtime where there aren&#039;t and new crew to train, you can go ahead and check out the other departments to see how well they are functioning. Always be on the lookout for people that may need help with their department, and try to teach old dogs new tricks wherever possible. This is also a good opportunity to rustle some feathers and tell the enlisted to shape up and follow regulation. As you are the SEA, you live and breathe regulations by the book. It is your life&#039;s work.&lt;br /&gt;
&lt;br /&gt;
== Morale on the Field ==&lt;br /&gt;
Finally, as the SEA you have the ability to deploy and bark out morale-boosting insults like the old man (or woman) you are. You have a good set of leadership and defensive skills that allow you to move around the base of operations on the field in order to provide support. Just as you would on the ship, this is also a great opportunity to tell marines to police their moustaches and put their armour on. You have every right to be on the FOB to act as a figurehead morale booster, however, the line is drawn at seeking combat and leading charges because that&#039;s not what the point of the role is. Do not leave the FOB, you are not a combat role and should the situation on the surface become dangerous, you are to return to the USS Almayer.&lt;br /&gt;
&#039;&#039;&#039;You cannot be ordered to deploy against your will, barring to aid construction efforts of the FOB when teaching new engineers. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
= Equipment =&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] ColMarTech SEA Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officer Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A dress uniform typically worn marines of the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Combat_gloves.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue marine tactical gloves. It reads: &#039;knit by Marine Widows Association&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Command_headset.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Issued only to senior command staff. Channels are as follows: :v - marine command, :p - military police, :a - alpha squad, :b - bravo squad, :c - charlie squad, :d - delta squad, :e - engineering, :m - medbay, :u - requisitions, :j - JTAC,  :t - tactics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fancy_satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A very fancy satchel made of fine leather. It&#039;s got a lock on it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belt&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:largemag-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:medkit-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:pistol-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M3-VL Pattern Vest Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-VL Pattern Vest Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&lt;br /&gt;
{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3_Pattern_Personal_Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bulletproof_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulletproof Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:webbing.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Headwear&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:drillhat.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drill Hat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A formal hat worn by drill sergeants. Police that moustache.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
[[File:SEA_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
= Additional Rules =&lt;br /&gt;
*The SEA should not show how to make chemical grenades or tell a doctor how to mix special chemicals. You can offer verbal support for basic doctor things IE: making in-character references to a surgery manual and sending them the wiki in (LOOC) If officers need help learning overwatch or OB, make sure the aCO/CO is aware, and remember you are still an Enlisted person, so we expect you to roleplay when dealing with Officers. You don&#039;t go all Gunnery Sergeant Hartman/FMJ on an officer.&lt;br /&gt;
&lt;br /&gt;
*You cannot be deputized to perform policing, only in an emergency with no MPs on the server should you detain a marine. Call for MPs if you see someone breaking marine law&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
https://docs.google.com/presentation/d/1VCacxf_B2SES3nXBacncOJdCrOsVgWubcNRIc4gVOjo/edit - Made by Jonathon Granger&lt;/div&gt;</summary>
		<author><name>Lunarflu</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Senior_Enlisted_Advisor&amp;diff=21407</id>
		<title>Senior Enlisted Advisor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Senior_Enlisted_Advisor&amp;diff=21407"/>
		<updated>2021-10-15T16:43:42Z</updated>

		<summary type="html">&lt;p&gt;Lunarflu: grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = SEA.png&lt;br /&gt;
|jobtitle = Senior Enlisted Advisor&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = First Sergeant / Sergeant Major &lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Nine hours as any squad role, six hours as a [[Military Police]], three hours as a [[Squad Medic]], [[Squad Engineer]], [[Squad Leader]], [[Doctor]], [[Ordnance Technician]], [[Cargo Technician]], [[Pilot Officer]] and [[Staff Officer]]. [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Mentor Application].&lt;br /&gt;
|duties = Advise the crew, act as a morale figurehead, teach newbies.&lt;br /&gt;
|guides = [[Leadership]], [[Marine Law]], [[Standard Operating Procedure]], [[Guide to Engineering]], [[Guide to construction]], [[Guide to Medicine]], [[Requisitions]]&lt;br /&gt;
|description = Your primary job is to act as an in-game mentor for new marine players, while also providing advice to command and the crew, with matters regarding [[Marine Law]] and [[Standard Operating Procedure]].&lt;br /&gt;
}}&lt;br /&gt;
= Overview =&lt;br /&gt;
&#039;&#039;&#039;Senior Enlisted Advisors (SEA)&#039;&#039;&#039; are the senior most ranked enlisted aboard the ship. An SEA&#039;s primary objective is to offer in game mentoring to any crew member aboard the ship that may need help with matters especially concerning [[Marine Law]], or [[Standard Operating Procedure]] however, you can help any other personnel that is new/inexperienced in a specific department, provided that you are confident in the operations in the department yourself. Additionally, it is their job to assist and teach new recruits the basics of how to work their legs and hands, how to fire a weapon, how to put on their clothes and how to take the dropship down to their early graves. With extensive access as well as an office directly connected to cryogenics, you have the ability to show others how to work the tools aboard the ship in order to help them understand what they must do within the capabilities of their role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: SEAs can only be played by In-Game mentors and moderator+. You can apply for mentor by accessing this link [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Mentor Application].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the SEA you are not a part of the chain of command, and are not above officers in authority. You have the ability to tell enlisted to get into shape where it may be necessary but overall you should be playing as a support character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A good SEA will:&#039;&#039;&#039;&lt;br /&gt;
* Take new players through the basics.&lt;br /&gt;
* Be a figurehead for the enlisted ranks.&lt;br /&gt;
* Follow both Marine Law and Standard Operating Procedure by the book.&lt;br /&gt;
* Advise command and other departments alike.&lt;br /&gt;
* Try to ensure every department is running smoothly.&lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
The SEA&#039;s office is where you will be able to oversee cryogenics and spot new people waking up. While you aren&#039;t required to sit here the whole round, it&#039;s a good idea to check back every once in a while to make sure any jarheads aren&#039;t left unattended.&lt;br /&gt;
&amp;lt;gallery widths=500px heights=500px perrow=0&amp;gt; &lt;br /&gt;
File:SEA_Area.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Quickstart Guide =&lt;br /&gt;
&lt;br /&gt;
== Training New Recruits ==&lt;br /&gt;
The most important job for an SEA is to train the new boots fresh out of cryogenics. Some may be unable to walk, use their hands, or even speak. The easiest way to identify fresh marines are by checking their rank. New marines that have just started playing (less than 9 hours of playtime) will be ranked E1 &amp;quot;Private&amp;quot;. It&#039;s important you do what you can to get their attention and inform them of any controls and actions they may not know about. Once they have the basics down you should take them through prep and teach them how to fire a weapon. Additionally, you may teach them how to treat their own wounds, reload, use a boot knife, go through requisitions, and deploy.&lt;br /&gt;
&lt;br /&gt;
== Advising the Crew ==&lt;br /&gt;
If you end up with some downtime where there aren&#039;t and new crew to train, you can go ahead and check out the other departments to see how well they are functioning. Always be on the lookout for people that may need help with their department, and try to teach old dogs new tricks wherever possible. This is also a good opportunity to rustle some feathers and tell the enlisted to shape up and follow regulation. As you are the SEA, you live and breathe regulations by the book. It is your life&#039;s work.&lt;br /&gt;
&lt;br /&gt;
== Morale on the Field ==&lt;br /&gt;
Finally, as the SEA you have the ability to deploy and bark out morale-boosting insults like the old man (or woman) you are. You have a good set of leadership and defensive skills that allow you to move around the base of operations on the field in order to provide support. Just as you would on the ship, this is also a great opportunity to tell marines to police their moustaches and put their armour on. You have every right to be on the FOB to act as a figurehead morale booster, however, the line is drawn at seeking combat and leading charges because that&#039;s not what the point of the role is. Do not leave the FOB, you are not a combat role and should the situation on the surface become dangerous, you are to return to the USS Almayer.&lt;br /&gt;
&#039;&#039;&#039;You cannot be ordered to deploy against your will, barring to aid construction efforts of the FOB when teaching new engineers. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
= Equipment =&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] ColMarTech SEA Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Officer Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A dress uniform typically worn marines of the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Combat_gloves.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue marine tactical gloves. It reads: &#039;knit by Marine Widows Association&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Command_headset.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Issued only to senior command staff. Channels are as follows: :v - marine command, :p - military police, :a - alpha squad, :b - bravo squad, :c - charlie squad, :d - delta squad, :e - engineering, :m - medbay, :u - requisitions, :j - JTAC,  :t - tactics&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fancy_satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A very fancy satchel made of fine leather. It&#039;s got a lock on it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belt&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:largemag-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:medkit-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:pistol-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M3-VL Pattern Vest Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-VL Pattern Vest Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&lt;br /&gt;
{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3_Pattern_Personal_Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bulletproof_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulletproof Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:webbing.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Headwear&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:drillhat.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drill Hat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A formal hat worn by drill sergeants. Police that moustache.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
[[File:SEA_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
= Additional Rules =&lt;br /&gt;
*The SEA should not show research regarding how to make chemical grenades or telling a doctor how to mix special chemicals. You can offer verbal support for basic doctor things IE: making in-character references to a surgery manual and sending them the wiki in (LOOC) If officers need help learning overwatch or OB, make sure the aCO/CO is aware, and remember you are still an Enlisted person, so we expect you to roleplay when dealing with Officers. You don&#039;t go all Gunnery Sergeant Hartman/FMJ on an officer.&lt;br /&gt;
&lt;br /&gt;
*You cannot be deputized to perform policing, only in an emergency with no MPs on the server should you detain a marine. Call for MPs if you see someone breaking marine law&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
https://docs.google.com/presentation/d/1VCacxf_B2SES3nXBacncOJdCrOsVgWubcNRIc4gVOjo/edit - Made by Jonathon Granger&lt;/div&gt;</summary>
		<author><name>Lunarflu</name></author>
	</entry>
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