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	<id>https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Monkeysfist101</id>
	<title>CM-SS13 - Wiki - User contributions [en-gb]</title>
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	<updated>2026-04-09T14:20:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:WY_Patch.png&amp;diff=20824</id>
		<title>File:WY Patch.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:WY_Patch.png&amp;diff=20824"/>
		<updated>2021-08-17T23:25:13Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:WY Patch.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:WY_Patch.png&amp;diff=20823</id>
		<title>File:WY Patch.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:WY_Patch.png&amp;diff=20823"/>
		<updated>2021-08-17T23:19:38Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:WY Patch.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=20822</id>
		<title>W-Y</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=20822"/>
		<updated>2021-08-17T23:17:09Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weyland-Yutani =&lt;br /&gt;
[[File:W-Y_Logo.png|thumb|right|300px|&amp;lt;center&amp;gt;&amp;quot;Building Better Worlds.&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Weyland Yutani also knows as &amp;quot;the Company&amp;quot;, has a wide range of business. This includes dealing with high-tech armaments, synthetic humanoids, spaceships, computer parts, terraforming equipment, and household appliances. They also offers shipping and receiving services, among other ventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following an aggressive expansion into terraforming new colonial world, Weyland-Yutani secured  rights and privileges from the United States government. One of those privileges is the close relationship with the USCM. the Colonial Marines use corporate-supplied equipment in exchange for protecting and monitoring border colonies. This, however, does not mean that the interests of the company are aligned with the USCM. It is more accurate to say that Weyland-Yutani considers the USCM a valuable, but still disposable, asset. This has led to an increasing amount of hostility between the two factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weyland-Yutani has enough wealth and influence to hire private military contractors. These are highly trained mercenaries, generally ex-military veterans. They do black site protection detail, undertaking dangerous assignments, and otherwise supply Weyland-Yutani with firepower in the absence of the USCM. They are compensated well for their services, and demand is always there. Rumors speak of even more well-equipped and well-selected military units within Weyland-Yutani&#039;s employment, but that is not officially verified. The Company has refused to comment on it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The formation of the mega-corporation Weyland-Yutani came about, as a result of a prosperous merge of the Weyland Industries Company and the Yutani Bio-foundries Corporation. This happened in the early days of the formation of the Royal Empire of the Shining Sun. The two companies, each specializing in varying sections, fields and industries, suddenly had an unprecedented amount of knowledge, workforce and the financial/political backing from several of Earths governments, attempting to stimulate their economic strength. With this start, the company flourished, rapidly expanding it&#039;s market shares in medicine, armaments, weaponry, rocketry and more. Growing more and more powerful in terms of technological progress and economic prosperity. W-Y was soon to become the most prominent and widespread corporation on the planet. They started to acquire contracts and deals with military and governments from all nations, though reserving their best and most valuable contracted services to the RESS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the colonization of the Sol System and end of the Sol Campaign, also Operation Canton. Weyland-Yutani quickly became a major power player, equal to that of the other major nations in existence. Their influence runs very deep within even the USCM, where they exert their influence and power with specific officers. These officers identity as pro-company interests or &#039;Songbirds&#039; as they are often called. It is rumored that various congressmen in the UA and parliament members in RESS, are under the influence through bribes, by WY who seek to utilize their militaries and economic strengths to expand their own interests. An uneasy relationship however exists between the Third Fleet and W-Y, notably those stationed in Tychon&#039;s Rift Sector under the Second Battlegroup. This tension is due to the number of USCM vessels vanishing, while attempting to support Company colonies, at the request of bribed higher authorities in the military. There have also been a number of incidents involving skirmishes between USCM and W-Y forces, which have been largely suppressed from the media, however the worst was reported to have seen 43 marines and 32 PMCs dead with over a few more hundred on both sides wounded.&lt;br /&gt;
&lt;br /&gt;
== Contracted Colonies ==&lt;br /&gt;
&lt;br /&gt;
LV-624 - The Colony Known as Lazarus Landing is a W-Y Archaeological site. Known for exploring ancient temples, these structures have been sighted on the surface of the colony, origin unknown. The Colony falls under the purview of the Special Research Division and is closed for unauthorized visitors at this time. The lush tropical climate makes for some interesting local fauna and flora, but is unfortunately the victim of an insect nuisance, the bugs making life sometimes hard on this colony.&lt;br /&gt;
&lt;br /&gt;
== Weyland-Yutani Corporate Office Ranking System ==&lt;br /&gt;
&lt;br /&gt;
This section should help new employees understand where they are within Weyland-Yutani.&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;20px&#039;|Location Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|Lower [1st-30th Floor]&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|Upper [31st Floor or Above]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;90px&#039;|Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|[1X-X] - &amp;lt;br&amp;gt;Special Services Division (Spc Serv.)&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|[2X-X] - Corporate Relations Division (C.R.)&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;180px&#039;|[3X-X] - Communications Division &amp;lt;br&amp;gt;(Comms.)&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;180px&#039;|[4X-X] - &amp;lt;br&amp;gt;PMC Dispatch Division &amp;lt;br&amp;gt;(PMC Disp.)&lt;br /&gt;
! style=&#039;background-color:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[5X-X] - &amp;lt;br&amp;gt;Research and Data Division (R&amp;amp;D)&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[6X-X] - Economics Division&amp;lt;br&amp;gt; (Eco.)&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[7X-X] - &amp;lt;br&amp;gt;Psi Division&amp;lt;br&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XA-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Trainee&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; |&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; |&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Trainee&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XB-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Junior Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XC-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XD-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Senior Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Senior Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Senior Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XE-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive Specialist&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive Specialist&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive Specialist&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XF-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive Supervisor&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive Supervisor&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive Supervisor&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XG-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Assistant Manager&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Assistant Manager&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Assistant Manager&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XH-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Division Manager&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Division Manager&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Division Manager&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Division Manager&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Division Manager&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Division Manager&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XI-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Chief Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Chief Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Chief Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-\&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XJ-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Director&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Director&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Director&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Director&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Director&lt;br /&gt;
!style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Director&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;20px&#039;|Seniority Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|[XX-L] Lower&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|[XX-M] Middle&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;180px&#039;|[XX-S] Senior&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Upper 3B-M&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Upper&#039;&#039;&#039; stands for their &#039;&#039;&#039;Location Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3&#039;&#039;&#039; stands for their &#039;&#039;&#039;Division Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;B&#039;&#039;&#039; stands for their &#039;&#039;&#039;Job Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M&#039;&#039;&#039; stands for the &#039;&#039;&#039;Seniority Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This person would be someone who works in the upper floors of the Corporate Offices. &lt;br /&gt;
&lt;br /&gt;
Their job title would be: &#039;&#039;&#039;Middle - Communications Junior Executive&#039;&#039;&#039; or &#039;&#039;&#039;Middle - Comms. Junior Executive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note: Job Codes H and above are allowed to have personal assistants. They fall under the same Job Code, but their title will say assistant.&lt;br /&gt;
=== Weyland-Yutani Divisions in Detail ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Special Services Division:&amp;lt;/b&amp;gt; This division is focused around sales, transportation, food, employment, disabilities, and the like. This is the division you want to fax when you don&#039;t see what you need in the description of other divisions. The everything else division if you will.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Corporate Relations:&amp;lt;/b&amp;gt; This division is focused around relations between factions. For example, keeping the UPP happy with &#039;gifts&#039; or tipping off the friendly CLF that there is a ship that needs to be liberated! These people are who you call for making sure the USCM don&#039;t find out about those secret basement experiments.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Communications Division:&amp;lt;/b&amp;gt; This division is focused around keeping communications up between all facilities and employees of W-Y. Have no service? You&#039;ll want to fax these guys- wait.. These people are who you call when a mysterious W-Y facility suddenly stops responding.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to their division.&lt;br /&gt;
*&amp;lt;b&amp;gt;PMC Dispatch Division:&amp;lt;/b&amp;gt; This division is focused around efficiently dispatching PMC teams out to requests. Have someone that really annoys you? Try asking these people. These people are who you call when you need to be safely escorted somewhere or need some data secured.&lt;br /&gt;
**You need to have a minimum of three years minimum in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Data and Research Division:&amp;lt;/b&amp;gt; This division is focused around W-Y data and research. Specifically escaped specimen or unnatural chemicals! Very sciency. These people are who you call when you find out something that could be profitable for W-Y through experiments or chemicals.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Economics Division:&amp;lt;/b&amp;gt; This division is focused around trading between factions. Economics, goods, and all that. Have someone offer to give you illegal black market goods for unmarked bills? You probably call up these guys.&lt;br /&gt;
**You need to have a minimum of two years in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Psi Division:&amp;lt;/b&amp;gt; This division is..? What is this division? No one really seems to know. They are just there. No one knows about their ranks or how to join. Or what they do. Don&#039;t talk about them. It is safer.&lt;br /&gt;
&lt;br /&gt;
== PMCs ==&lt;br /&gt;
Weyland-Yutani PMCs are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. The tasks of the PMCs are never limited to one specific job and they are often deployed on &#039;shadow missions&#039;. Their deployment is often kept secret from the USCM to avoid conflict with the anti-corporate officers in the USCM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recruitment process largely consists of those who have personal contacts with higher Weyland-Yutani employees, or those who have caught the eye of the superiors and been hand-picked. The superiors value abilities in the field and willingness to obey company directives, for a large sum of money, despite of their moral beliefs.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Tychon&#039;s Rift sector, a group of employees became skilled mercenaries. They are part of Weyland-Yutani&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful Weyland-Yutani cruiser that patrols the outer edges of Tychon&#039;s Rift. Under the directive of Weyland-Yutani&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors say that a Weyland-Yutani Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life. &lt;br /&gt;
&lt;br /&gt;
==== Ranks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]]&amp;lt;br&amp;gt;Security Expert&lt;br /&gt;
| The Elite is the standard body of the PMCs. Handpicked or picked due to overdue favors, they are responsible for carrying out designated Weyland-Yutani operations without question. Their equipment is superior to that of any national military and are organized in teams, done in order to effectively carry out the Company&#039;s wishes on a large scale.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Support Specialist&lt;br /&gt;
| The Support Specialist are either trained or recruited due to their superior abilities, providing friendly suppressive fire. They are the ultimate support force of the PMC teams, dispatched across company holdings in the galaxy. They are equipped with a smartgun and ensure the small, but elite team can carry out their mission regardless of what fire-power they may be suppressed by.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Medical Specialist&lt;br /&gt;
| The Medic is the standard frontline medically trained personal, they are responsible for the well-being of all PMC team members during an assigned mission. Their task is to ensure the team is in perfect health to carry out their job effectively and with the least casualties to prevent a unneeded loss of money.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]]&amp;lt;br&amp;gt;Elite Responder&lt;br /&gt;
| The Elite Responder is the hard-hitting force of the PMC Force. They are the ultimate weapon when faced with a superior force, to ensure the team can move in and perform their duty without fail. They are often equipped with powerful Anti-Tank Sniper Rifles, which can easily kill any soldier, civilian, or politician in a single shot and will show no remorse or hesitation in doing so.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]]&amp;lt;br&amp;gt;Team Leader&lt;br /&gt;
| The Team Leader is in charge of the effectiveness and ensuring a mission success for the PMC Forces. They are the ultimate leaders and experts in how to move in quickly, do their job, and pull back without any issues. They hold the lives of their fellow PMCs in their hands, but will show no remorse in abandoning one for the success of mission, sake of the company or a heavy sum of money.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] UPP&lt;br /&gt;
| Despite the tensions between the governments of the UPP, TWE and USCM, W-Y occasionally deals with the UPP, supplying terraforming equipment, surveyors and mining equipment. There are a few instances of UPP selling W-Y colonies that the UPP find to be too costly to maintain, or unworthy the expense after they deplete natural resources. The rumour mill suggests that W-Y may be supplying the UPP with illegal combat synths, but no evidence has ever been found to support these rumours and are denied by W-Y Executives as merely a smear tactic.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] CLF&lt;br /&gt;
| Entirely hostile towards the W-Y Company, the CLF have taken to especially targeting W-Y owned/operated colonies in their crusade to liberate the downtrodden of the USCM. W-Y have employed several PMC divisions to patrol space near their colonies and assets in the Neroid Sector, in an effort to minimize asset loss and potentially strike at the leadership of the CLF, hopefully in the process curbing further insurrection.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| The USCM is the second largest customer of the Company, one that has a &amp;quot;special&amp;quot; relationship with the Company. The USCM is largely funded and outfitted by W-Y designs and weaponry. In return, the USCM assigns various smaller units and divisions to deal with Company requests, as a begrudging part of the many contracts and deals that the Company has wrangled the Government into signing over the years. This relationship is strained by occasional disappearances of Military personnel and assets.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] 3WE&lt;br /&gt;
| The 3WE and W-Y enjoy the closest relation that the Company has. It being the birthplace of the Company and the fact that all Board Members and the CEO swear fealty to the Emperor. Although, this relationship is strained at times, when the Company causes issues with the USCM. Fortunately, the TWE is also in the line of ire of the USCM, but the Board have been summoned in front of the Emperor more than once to explain themselves and ordered to restore relations with USCM.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:UPP_Patch.png&amp;diff=20599</id>
		<title>File:UPP Patch.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:UPP_Patch.png&amp;diff=20599"/>
		<updated>2021-07-19T01:45:31Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: UPP Patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UPP Patch&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:USCM_Patch.png&amp;diff=20597</id>
		<title>File:USCM Patch.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:USCM_Patch.png&amp;diff=20597"/>
		<updated>2021-07-19T01:36:37Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:USCM Patch.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Patch used by the USCM.&lt;br /&gt;
&lt;br /&gt;
Made by Cakey.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:USCM_Patch.png&amp;diff=20596</id>
		<title>File:USCM Patch.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:USCM_Patch.png&amp;diff=20596"/>
		<updated>2021-07-19T01:36:01Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:USCM Patch.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Patch used by the USCM.&lt;br /&gt;
&lt;br /&gt;
Made by Cakey.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=USCM&amp;diff=20553</id>
		<title>USCM</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=USCM&amp;diff=20553"/>
		<updated>2021-07-15T23:02:18Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= United States Colonial Marines =&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black; border-style: hidden;  height: 200px;  width: 200px; margin: 0px 0px 0px 10px; float:right;&amp;quot;&lt;br /&gt;
|[[File:Uscm.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
The USCM is divided into three overarching branches, called the Marine Space Forces: Sol, overseeing the core colonies and earth, the largest of the three; Eridani, operating among the Chinese and American colonised arms; Herculis, going through the Anglo-Japanese arms and the outer fringes. Each branch operates independently, but all are responsible for protecting American space territory and working together in that goal. There is also a fourth group, the Reserves, which is stationed mostly on earth and serves to reinforce the other branches. They have not seen any active use yet, but who knows what the future holds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marine Space Force, Herculis, Chinook 91 GSO station is a military space station in geosynchronous orbit around the colony world Georgia 525 (70 Ophiuchi A V), and is the headquarters for the Herculis branch of the USCM. Under its control are the 4th Colonial Marine Division, 4th Colonial Marine Brigade, 4th Aerospace Wing, and 1st Colonial Support Group of the USCM. Chinook 91 reports directly to O&#039;Neill station in Earth-Lunar space. The O&#039;Neill station is the main communication base between the three branches. Supervising orders from the homeworld, controlling the First Fleet and rare joint operations. It is an extremely vital station and well guarded by the First Fleet in all its might. Tithonis Mountain on Bernice 378 is another large garrison of USCM troops, such as the 1st Colonial Support Group, and there are more minor garrisons along the Anglo-Japanese arm. The 2nd battalion of the 4th brigade, the Falling Falcons, and the USS Almayer are stationed in Herculis. &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Fleet insignias were made by Naut.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;|&lt;br /&gt;
|- &lt;br /&gt;
!{{Anchor|Factions}} &amp;lt;center&amp;gt;1st Fleet [[File:first-fleet.png|thumb|left|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Sol, O’Niell Station, L-4 Earth-Lunar system, often regarded as ‘Sol’s Fist’. The &#039;&#039;&#039;First Fleet&#039;&#039;&#039; is the oldest space fleet beneath the Aerospace Force. Officially commissioned during the early establishment of the first Mars Colonies, the First Fleet is celebrated as the old guard among the Space Force serving in some of its most vital and early anti-piracy campaigns. They are known for being awarded the highest budget due to its priority over the homeworld.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} &amp;lt;center&amp;gt;2nd Fleet [[File:second-fleet.png|400px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Eridani, Happy Days, Helene 215(82 Eridani11), with the expansion beyond the Sol System. The &#039;&#039;&#039;Second Fleet&#039;&#039;&#039; serves as the forefront for what is known as the inner-colonies. The Fleet gained notorious fame for its actions during Operation Canton and is regarded as the most experienced of the Fleets. This reputation is arrived from coming out the least harmed in Operation Canton, but some rumours have circulated that they utilized the Third Fleet as a shield in order to sweep in for the easy glory.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} &amp;lt;center&amp;gt;3rd Fleet [[File:third-fleet (1).png|thumb|left|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Herculis, Chinook 91 GSO station. The &#039;&#039;&#039;Third Fleet&#039;&#039;&#039; is primarily tasked with the defense of the outer-most colonies and the suppression of the Colonial Liberation Front agitations. A majority of the fleet suffers from retrofitted vessels and outdated weaponry due to major damage taken during a surprise attack in Operation Canton, and reluctance of additional funding due to the unimportance of the outer-colonies compared to that of Sol.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Almayer ===&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black; border-style: hidden;  height: 200px;  width: 200px; margin: 0px 15px 0px 0px; float:left;&amp;quot;&lt;br /&gt;
|[[File:Usssulaco.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
The &#039;&#039;&#039;USS Almayer&#039;&#039;&#039;, an Arikara-class patrol transport, was christened in 2171 but designed in the 2150s during an increased need for patrol craft in deep space. The first Arikara-class patrol transports were constructed in the 2160s, and the USS Almayer was the 4th ship in the class produced. The USS Almayer was constructed in the Heinlein Memorial Shipyards located above the Earth’s Moon for low gravity workstations. The main advantages of the Arikara patrol transport over other forms of transports and combat ships, is its small footprint and rapid response time. However, the marines that serve aboard these patrol transports are either volunteer forces or conscripted. These forces are subject to long voyages in outer territories where most luxuries do not exist, while lacking proper training and supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The USS Almayer underwent a Block 78A retrofit in 2178, which replaced many of the sensors and maintenance areas. Along with that, due to rising tensions between Weston-Yamada and various outer rim colonies. The need arose to include a Corporate Representative onboard, or so goes the official reports. The sum for this service was never officially disclosed, but the USS Almayer was equipped with an office for a Company Representative and sent to patrol corporate outer-rim colonies. &#039;&#039;&#039;For more information on the USS Almayer head [http://cm-ss13.com/wiki/USS_Almayer here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The USCM was created following the passing of The National Security Act of 2101. The act authorizing the formal formation of four combat divisions and four aerospace wings, plus the support services organic to these formations. Its task was primarily assigned to the defense of the growing colonial frontiers of the United States government. The frontier had grown during the Great Space Race, involving the three major powers of Sol, all attempting to spread their grasp across the stars. The marines would serve as a defensive and reactionary force rather than an offensive one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was not until after the Sol Campaign, that the American military and government made use of the USCM as an offensive might, using it to wrest control of the colonial frontier through force. Their Mars and Sol colonial assets shaken due to UPP proxy funding, and an ignited civil unrest that led to a full sized conflict costing thousands in Sol. This led to a belief for the UA that a similar fate would befall the American colonies which were farther from the reach of the standard army. The belief quickly led to the rapid mobilization and armament of the USCM, along with the adaption of unrestricted military doctrine on civilian colonies. The result caused the ignition of Operation Canton.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Operation Canton became the USCM&#039;s first offensive deployment, tasked with retaking the colony of Canton whose colonial government was overthrown in a social coup supported by the Union Of Progressive People in 2165. The number of marines peaked at 240,000 active combat Marines and over a dozen combat warships, resulting in one of the largest conflicts fought between two major super-powers in decades. Eventually both sides withdrew after the usage of nuclear weaponry, devastating the colonial population and leaving scars that would echo and become rallying calls for future colonies against falling under the banner of either power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current day, the number of active combat marines have dropped to 165,000, with a further 50,000 in reserve stretched across the three sectors of Sol, Eridani, and Herculis. The USCM finds itself locked in a war on insurgency mainly in Herculis with everyday seeing another colony on the frontiers go dark due to an unseen enemy, or another colony declaring itself independent and aligning itself with the loose conglomerate known as the Colonial Liberation Front. As a result of the growing concerns during the Cold War against the UPP, most military funding has been directed inwards to Sol and the inner colonies of Eridani, leaving much of the USCM forces and warships in Herculis either outdated or retrofitted. The situation only continues to grow worse with new enemies appearing daily and insufficient funding and manpower to meet the threat head-on.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
====Sol Campaign ====&lt;br /&gt;
Regarded as one of the largest wars humanity has seen since the Great Wars of the early 21st century. The Sol War was the first major interstellar war fought between the colonial government of Mars, secretly backed by the UPP, against the UA and RESS forces. The aim was to overthrow their administrative grasp on the massive colony. The total casualties still remain unaccounted for to this day, but body estimates fall into the high millions and also thousands of naval vessels were lost, while trying to take control of space above and secure vital naval ports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most casualties are accredited to failure in adapting more modern military doctrine when dealing with multi-planetary conflict. The first wave of reinforcements that was sent to put down the Mars Rebellion, resulted in the loss of over 300,000 soldiers in the first week due to poor coordination. This was due to the failure to disable planetary anti-warship batteries, and fighting against an enemy on their homeland and home space. As a result, Mars forces were able to mobilise defences across the colonies, turning what was anticipated to be a quick war into a long gruelling conflict stretching over four long years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The War eventually came to a close with the capital of both UA and RESS colonies&#039; captured and colonial government leaders subdued. However, the scars would remain, even to the modern day. Leading to major humanitarian issues, children of dead families caught in the conflict, and a still recovering economy. Mars was permitted to create its own self-defence force, in order to present them a sign of friendship, however it remains severely underfunded with a limit of how many naval vessels and soldiers it may keep in its rosters.&lt;br /&gt;
&lt;br /&gt;
==== Slaughter of Xibou ====&lt;br /&gt;
The Slaughter of Xibou was a disasterous campaign for USCM and has even been accredited as the spark that ignited CLF. The mission plan was to take down a local colonial freedom fighter. The freedom fighter had managed to convince the planet of Xibou to declare independence, and this action forced the hand of USCM to make an example. The end result was countless dead colonists, which were by far largely innocent. The USCM had to go through several political coverups and not much of this affair is publicly known. Details shrouded in mysteries and information buried deep in archives. The precise reason as to why it ended in such a tragedy is unknown.&lt;br /&gt;
&lt;br /&gt;
====Operation Canton ====&lt;br /&gt;
Operation Canton was the first major conflict that USCM was deployed into, since the Sol Campaign pressured congress to bolster their funding and recruitment. The colony world of Canton suffered from a socialist-led coup, resulting in overthrowing the UA-supported government and the installment of a pro-UPP regime. American Government and USCM High Command, already haboring a deep distrust in the colonies, wasted no effort in mobilizing and deploying a massive task-force. The task-force being solely dedicated with retaking the colony by force. The UPP also not desiring to lose the opportunity to get their hands on a rich colonial world deployed their own task-force, resulting in the first major engagement between the two super-powers since the start of the Cold-War.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Operation was extremely bloody, most notably for the civilians caught in the crossfire. The USCM had already gained a sour reputation among colonial worlds due to rumored massacring of civilians. There was also a deep dislike for the colonies by veteran officers who had served in the Sol Campaign. They foresaw Canton as the second Sol Campaign and therefore permitted marines off the record to fight unrestricted, regardless of civilian life caught on the battlefield, in order to prevent such a disaster from occuring in American history a second time. Some historians argue these cruel stances by High Command as a result of nervousness and desire to protect more American lives, however others saw it as a sole desire to uphold American hegemony through an iron fist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The end of the conflict was the usage of nuclear weapons and withdrawal of both of the UPP And USCM forces after years of battle. The conflict failed to see a winning side with most of the colony now in ruins and referred to as &#039;unusable&#039;. After the full withdrawal, a humanitarian relief force was assembled and said to have been sent to aid those left in the aftermath. However, little money actually went to the relief force. In the end after the media had blown over the incident and forgotten it. The relief force was eventually disbanded and the planet left on its own. The disaster quickly became the first rallying call for a rise to action with the belief of &#039;Fend for ourselves&#039; mentality.&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
==== Standard ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:USCM_Standard_Marine.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|A Private is the youngest and newest enlisted soldier to the USCM. They typically vary in age but at most have basic training in firearms from boot-camp. Each is assigned to a marine squad within a Platoon and answers directly to their Squad Leader who is expected to guide them in the field of battle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:USCM_Medic.png]][[File:USCM_Squad_Engie.png]]&amp;lt;br&amp;gt;Lance Corporal | LCpl.&lt;br /&gt;
|A Lance Corporal is the second rank in any marine squad. Mostly, they consist of Privates who have proven their worth and have been recognized for surviving their first battle by listening to orders or by sheer luck. Some Lance Corporals also opt for additional training which is provided to them upon promotion, allowing for them to serve as Squad Medics or Combat Engineers.&lt;br /&gt;
|-&lt;br /&gt;
![[File:USCM_SG.png]]&amp;lt;br&amp;gt;Corporal | Cpl.&lt;br /&gt;
|A Corporal is often the senior private of any marine squad. They are survivors of various battles and may at some point have even taken command of their own squad due to its more senior leadership being wounded or killed in combat. They are straight-forward soldiers that have proven their worth in the USCM. Some marines opt to partake in training permitting them to receive a heavy hitting M56 Smartgun.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gl_spec.png]]&amp;lt;br&amp;gt;Sergeant | Sgt.&lt;br /&gt;
|A Sergeant is a NCO that has proved not only his combat capability but also his leadership abilities in the field of battle. These are hard-line soldiers who have survived and contributed to countless battles and USCM successes. It is not uncommon to see Sergeants placed in charge of the direction of a fireteam on the field. Some Sergeants opt for specialist training giving them access to greater and more powerful weaponry in a specific field.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SL.png]]&amp;lt;br&amp;gt;Staff Sergeant | SSgt.&lt;br /&gt;
|A Staff Sergeant is the cream of the crop within any USCM Platoon. They are the veterans and the most senior NCOs in charge of the squads assigned to them. Due to their superior combat and leadership abilities they are put in direct communication with the commanding officers of the operation and often make personal calls in the field when faced with difficult situations. One would not expect to get into a fight with a Staff Sergeant and walk out unharmed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Military Police ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:MilitaryPolice.png]]&amp;lt;br&amp;gt;Staff Sergeant  | SSGT.&lt;br /&gt;
|The lowest of ranks in the Military Police Force. Staff Sergeants are tasked with the maintaining of the Uniform Code of Military Justice onboard any USCM vessel or military base they are assigned to. They are often deployed as companies and fall beneath a Lieutenant Commander. They are trained in the art of policing and are prepared to ensure the law is followed at any cost.&lt;br /&gt;
|-!&lt;br /&gt;
![[File:WarrantOfficer.png]]&amp;lt;br&amp;gt;Lieutenant Commander  | LCDR.&lt;br /&gt;
|Senior Officers in the Military Police Force and commonly referred to as the Chief of Military Police, the CMPs are regarded as veterans who are trusted with command of a Military Police unit onboard USCM vessels and bases. They are responsible for reporting to the Provost Marshal should an issue arise with their assigned Commanding Officer or if a major law crisis occurs. No lawbreaker can avoid their watchful eyes.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WarrantOfficer.png]]&amp;lt;br&amp;gt;Provost Marshal  | PM.&lt;br /&gt;
|The Provost Marshal is the highest authority any member of the Military Policing Force can achieve in their career. They are regarded as the judge, jury, and executioner and are responsible for ensuring that the Uniform Code of Military Justice is obeyed throughout the Fleet they are assigned to. Their power is unmatched and with only a signature they hold the authority to have any Commanding Officer be put under court-martial and have their military rank and authority stripped.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== Officers ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:Pilot.png]]&amp;lt;br&amp;gt; Ensign | Ens.&lt;br /&gt;
| An ensign is the lowest rank in the officer-corps and is primarily composed of Officer Academy graduates who are trying to earn their role and recognition in the USCM. Ensigns are generally more specialized in certain tasks, such as data collection, or piloting the dropships used by the USCM on their Air to Ground deployments.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BridgeOfficer.png]]&amp;lt;br&amp;gt; Lieutenant | Lt.&lt;br /&gt;
| A Lieutenant is the second lowest rank in the officer-corps. An ensign who has served with the USCM for even a few years can find themselves a promotion. These are officers who are trying to earn their role and recognition in the USCM. Their primary hope is to one day Captain a vessel of their own but until then their time is spent on Overwatch or maintaining the ship&#039;s systems.&lt;br /&gt;
|-&lt;br /&gt;
![[File:XO.png]]&amp;lt;br&amp;gt; Commander | Cdr.&lt;br /&gt;
| A Commander is the second in command of any vessel they serve on, as Executive Officers they are expected to help coordinate the ship and if the Captain has a problem they are unable to deal with  is incapacitated, the Executive Officer steps in to solve it and fill in as Acting Commanding Officer until the Captain is back to good health.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Commander.png]]&amp;lt;br&amp;gt;Captain | Cpt.&lt;br /&gt;
| A Captain is a position given to officers who have proven their worth and abilities to be trusted as Commanding Officers of vessels of their own. They serve as the sword and shield of the Fleets. The vessel they command falls in line with a division beneath a battle-group.&lt;br /&gt;
|-&lt;br /&gt;
![[File:commodore.png]]&amp;lt;br&amp;gt;Commodore | CDRE.&lt;br /&gt;
| A Commodore is a senior position for Captains who are awaiting admiralty and have proven their dedication as an officer both to their vessel and to the Rear Admiral they serve beneath. They serve as model examples of a Captain and often advisors to Captains below them. Due to their seniority and trust by the Rear Admiral the Commodores are placed in charge of naval divisions within the battle-group and are expected to carry out the missions and orders given to them by the Rear Admiral.&lt;br /&gt;
|-&lt;br /&gt;
![[File:rearadmiral.png]]&amp;lt;br&amp;gt;Rear Admiral | RADM.&lt;br /&gt;
| A Rear Admiral is the first step into admiralty in the officer-corps and answers directly to the Vice Admiral. There are four Rear Admirals per fleet and each are in charge of a battle-group assigned to them. They are the highest ranking authority in charge while away from Headquarters in the field and are chosen based on their quality leadership and strategic minds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:viceadmiral.png]]&amp;lt;br&amp;gt;Vice Admiral | VADM.&lt;br /&gt;
| A Vice Admiral serves directly below the Admiral and is the second step into admiralty. There are two Vice Admirals assigned to each fleet and they are  given command over two of four battle-groups within the fleet they serve in. They are expected to carry out tasks given to them by the Admiral in the sector and make tactical decisions that result in the greatest benefit to the USCM.&lt;br /&gt;
|-&lt;br /&gt;
![[File:admiral.PNG]]&amp;lt;br&amp;gt;Admiral | ADM.&lt;br /&gt;
| An Admiral is the second highest ranking position a USCM Officer can achieve. There are three at a time in the USCM and are each stationed in the primary headquarters of the sector they are in charge of. They are tasked with coordinating and organizing one of the three fleets designated to them and are responsible for all military matters pertaining to their designated fleet&#039;s sector and are expected to report to the Fleet Admiral.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;Fleet Admiral | FADM.&lt;br /&gt;
| The Fleet Admiral is the highest ranking officer in the USCM. They are tasked with overseeing all three sectors and fleets of the USCM and are responsible for coordinating defensive and offensive measures against any movement that would be perceived as a threat to the United States&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] UPP&lt;br /&gt;
| The Union of Progressive People and the United Americas have been locked in a Cold War for decades. Since the end of the Great Space Race and military conflicts such as the Sol Campaign and Operation Canton, movement and amassing of military forces along borders has not been uncommon. Various skirmishes between the two are common, but undisclosed to the public, as the result could escalate into a full-scale nuclear war.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] CLF&lt;br /&gt;
| The Colonial Liberation Front are the USCM&#039;s primary enemy in the Tychon&#039;s Rift Sector. Their ideology opposing the American Government which they believe have long since abandoned the colonies. As a result, they wage a fierce guerrilla war on the Marine forces. Although under-equipped and undermanned compared to their marine enemy, they have made up for such lacking with strategic hit-and-run tactics which have proved devastating in the war of attrition with the under-funded USCM forces in the sector.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:WY_Patch.png|64px]] Weston-Yamada&lt;br /&gt;
| The USCM purchases equipment from Weston Yamada in great numbers and is very close allies with its founding country the Royal Empire of the Shining Sun. However, suspicions continue to be raised surrounding the disappearance of USCM vessels and colonies on the far frontiers and traces have continued to lead to Weston-Yamada itself, straining relations intensely.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] 3WE&lt;br /&gt;
| The Three World Empire maintains a firm but uncertain alliance with the USCM and its UA government since the early rise of the UPP and colonization of the stars. Both powers have competed for colonial expansion, such as on Mars where the planet was split between the two major powers. The end of the Sol Campaign marked the first major rift between the two as both attempted to redraw the territorial lines creating fierce tension between the monarchy and democratic nation. The USCM only grows more wary due to the 3WE having close ties to WY whom the military is suspicious of, creating an even greater rift between and aiding in the crumbling of relations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=UPP&amp;diff=20552</id>
		<title>UPP</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=UPP&amp;diff=20552"/>
		<updated>2021-07-15T23:01:37Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Union of Progressive Peoples =&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black;  height: 300px;  width: 300px; margin: 15px; float:right;&amp;quot;&lt;br /&gt;
|[[File:upp-portait2.png]]&lt;br /&gt;
|}&lt;br /&gt;
A wide-reaching and powerful socialist authoritarian state. The UPP acts as the political and ideological rival of the United States and the UA. Though they have a relatively large presence on Earth (particularly in the Eastern sphere), the UPP is also largely active in colonizing the frontier. While the United Americas have never engaged the UPP in an official war, hostilities broke out between a USCM Task Force and a UPP Expeditionary Force during Operation Canton in mid 2165. The engagement ended in a ceasefire. The reason was fears that the conflict would spread to the more densely populated Sol System. The incident greatly enraged many senior officials in the UPP, who viewed the battle of Canton as an attempt by the United States to annex UPP sovereign territory. &#039;&#039;“Such an insult (referring to Canton) can only be repaid in American blood. Mark my words, this will happen”&#039;&#039;, Kolonel Ganbaatar of the UPP Armed Forces was quoted saying in May 2168.&lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;|&lt;br /&gt;
|- &lt;br /&gt;
!{{Anchor|Factions}} 1st Fleet&lt;br /&gt;
| Stationed in Sol, the First Fleet of the UPP Navy is the oldest and most funded. This is due to the importance of Sol and the constant agitation in the Cold War against the UA and RESS, which the UPP stands strongly against. The history of the First Fleet stretches all the way back to the very first colonies established in Sol, on the moons of major planets, as opposed to on major worlds. Mars and similar major worlds were at time already fully claimed by the UA or the RESS. The Fleet saw its first major military operations during the Sol Campaign, the vessels beneath the fleet raised the black flag and raided UA and RESS. They hit their supply-lines as pirate vessels, loosely organized in hit-and-run tactics, to hamper the allied powers of UA and RESS from responding to the Mars Crisis effectively. The Fleet now serves as the guard of the UPP&#039;s capital and is constantly reinforced in order to match its rivals.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 2nd Fleet&lt;br /&gt;
| Stationed along the Herculis UPP-UA border, the Second Fleet saw its creation during the early phases of the Sol Campaign. The First Fleet engaged in piracy activities against UPP&#039;s rivals, meanwhile the Second Fleet filled the role of a defensive fleet, that oversaw the protection of UPP assets and space. Following the end of the Sol Campaign, the Second Fleet would become the primary space force of the inner colonies of the communist territory.  The Fleet was involved with its first actual combat in Operation Canton, where it deployed a task-force in a joint operation with the Third Fleet. The goal was to meet the UA&#039;s military forces head on, the first time this was happening since the start of the Cold War.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 3rd Fleet&lt;br /&gt;
| Stationed in the Frontiers of the UPP&#039;s outer-colonies, the Third Fleet was formed following the expansive colonization of the frontiers. There was also a need, for a defensive force to oversee and protect colonization vessels from piracy and smugglers. Part of it saw extensive combat in Operation Canton in a joint task-force with the Second Fleet.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 4th Fleet&lt;br /&gt;
| Stationed along the RESS-UPP arm of the colonization front, the Fourth Fleet was created after the outer-colonization of the frontiers and served as the youngest of the naval forces in the UPP. Its primary task has been challenging RESS naval forces and ensuring they do not make a grab for any communist space. As the youngest Fleet it is also the most poorly funded and ill-equipped. Primarily manned by young recruits and inexperienced officers, though you will not have UPP admit that.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Union of Progressive Peoples was formed from major nations such as Russia, China, and India. It formed after failures for democracy to carry the large poverty-struck people, which often suffered from famine and disease due to overpopulation. The idea of communism promised equality, the abolition of society&#039;s ranking structure in terms of wealth income, and for all men and women underneath its banner to be equal. The Communist nation quickly became both the UA an RESS&#039;s rival in world affairs. It managed to stand on equal footing in their attempt to dominate as the world power and ideology. Various minor skirmishes and close calls with nuclear arsenals set the tense stage for the Cold War, which would last up until even the modern day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike UA and RESS, the UPP was very late to the space race and failed to colonize any major worlds such as Titan and Mars. As a result the Communist nation was forced to settle with moons of the Sol System. It also extended outwards towards the frontiers, away from the more habitable and resource-rich planets, which its rivals were able to monopolize and capitalize on. They did not have the luxury of finding worlds, which the nation could properly colonize. They instead searched for worlds in-between, the scraps. UPP did not colonize the surface, but rather opted for establishing colonies underneath the surface of the planets. However, as a result of overpopulation, crowding became a major issue due to living underground rather than above. It was not uncommon for there to be civil unrest or food riots, but most quickly fell to the Communist Party&#039;s might before it could become a major international issue. The Communist Party was extremely good at convincing the population that their struggles were temporary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was not until the Sol Campaign, the UPP saw its first opportunity against its rivals and a chance to gain strategic holdings in Sol. It happened on Mars, with a outbreak of war between the colonial world and its overlord governments. The First Fleet of the Communist Navy was quickly rallied beneath a black flag, and engaged in both piracy and supply runs. These activities were to the benefit of the Mars&#039; government and it was credited as the reason for the early success of Mars in the war.  It also caused heavy casualties on the side of the allied UA and RESS. There was a rumour of UPP Commando involvement in ground battles and training of the militia, but no sources have ever been confirmed or declassified. The conflict eventually ended with UA/RESS victory, however it was only a pyrrhic victory, due to the massive amount of warships and lives lost. This far outweighing, what was expected to be, a speedy put-down of a minor rebellion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP saw massive success in the Sol Campaign, with both of its rivals heavily wounded and in economic recovery. This sprouted the idea of espionage and fanning flames of rebellion, in places where its rival militaries could not reach quickly. Eventually it became the covert doctrine of the nation&#039;s military strategies. Canton was their next operation, with the overthrowing of the colonial government in a coup d&#039;état, aligning the Canton world with the UPP. However, the communist military did not expect a fierce war, that would drag out for decades, by the now heavily funded USCM. The two militaries were engaged in conflict for nearly five years for the planet, resulting in the planet&#039;s devastation and heavy losses to both sides. The end result saw the usage of nuclear weaponry and the withdrawal of both sides. The UPP began to re-evaluate its strategies, as they did not anticipate a rival force being able to respond as quickly, as the USCM did, so far from Sol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The year is 2182, instead of involving themselves directly, like with the disaster at Canton, where they underestimated the fighting patriotic spirit of the USCM. The UPP has instead opted for a similar strategy employed during the Sol Campaign. The nation has begun covertly selling weaponry and training militias, doing this under the banner of the Colonial Liberation Front in Tychon&#039;s Rift Sector. The communists are using a gas giant designated MV-35, located in the Anglo-Japanese Arm of the Tychon&#039;s Rift sector. It is currently under the command of Colonel Ganbaatar and garrisoned by the Smoldering Sons (six hundred able-bodied soldiers, strong). They are sitting on standby and awaiting for USCM to retreat from the sector, as it becomes clear they grow weaker by the day. So when the time comes the UPP will spring forth and claim the rich, habitable planets, in the name of the Union Of Progressive Peoples.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
====Sol Campaign ====&lt;br /&gt;
The outbreak of the Sol Campaign played a major role in the creation of new foreign and military doctrine. It directed how the nation would combat the allied powers of UA and RESS during the Cold War. Long before the declaration of rebellion against their colonial overlords. The Mars Government wasted no time in secretly aligning itself with the UPP, to begin the stockpiling of weaponry and military training. It was all preparation for what would become the first major inter-planetary war within Sol. The UPP also aided in the arming of Mars merchant vessels, which would play a major role in the early days of the conflict and inflict severe losses on the allied powers of UA and RESS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP never issued a &#039;formal&#039; declaration of war, but permitted many of its forces in secrecy to fight beneath the banners of Mars, as &#039;hired mercenaries&#039; or &#039;unknown forces&#039;. They often adorned face masks and removed the patches that represented them as communist soldiers. Even their fleets rose black flags and engaged in open piracy and tactical strikes, doing heavy damage to the vital supply lines of the UA and RESS. This created a  devastating attrition, that would cost the allied powers hundreds if not millions of vessels and manpower. As the war dragged on, the UPP&#039;s involvement became well known, however neither side desired to see the carnage to come to Earth. They opted to remain silent and ignored the blatant involvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP saw success on a great scale during the Sol Campaign, but they did not walk out unscathed. In the end, their attempt for Mars to get independence succeed, but the attempt to take the wealthy colony beneath their iron curtain failed. Hundreds of vessels and millions of lives were lost. The losses were unable to be formally recognized, due to the UPP&#039;s status in the conflict as &#039;uninvolved&#039;, leaving many grieving silently. The UPP realized after the war, that they could not match the armies of the allied powers. This led to a strategy of encouraging uprisings and silent warfare where the allied forces couldn&#039;t reach.&lt;br /&gt;
&lt;br /&gt;
====New Sevastopol Hunger Strike====&lt;br /&gt;
Soon&lt;br /&gt;
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== Divisions ==&lt;br /&gt;
&lt;br /&gt;
Do not expect to climb these ranks without a serious dedication to the cause.&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:UPP_Standard.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|Enlisted or conscripted into the armed forces, these Standard UPP soldiers are the core and brunt of the UPP forces, armed and equipped with a standard Type 71 Pulse Rifle and their UM 5 Personal armor, these fanatical soldiers are a force to be reckoned with.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Engineer.png]]&amp;lt;br&amp;gt;Korporal Sapper | Kpl.&lt;br /&gt;
|These combat sappers are the UPP equivalent of the USCM&#039;s squad engineers. They&#039;re trained to setup field fortifications and breach into hostile defences. Armed with either the Type 71 Pulse Rifle Or Carbine.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Medic.png]]&amp;lt;br&amp;gt;Korporal Medic | Kpl.&lt;br /&gt;
|These trained men and women have access to an array of standard issued UPP medical items akin to their USCM counterparts. While combat is not their focus, they are armed with their old but reliable Type 71 Carbine as a quick response to any threat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Heavy.png]]&amp;lt;br&amp;gt;Serzhant | Szh.&lt;br /&gt;
|UPP Specialists are better trained and armed than their standard counterpart. Equipped with special heavy UPP armor that is capable of withstanding a significant amount of damage, and equipped with the formidable GSh-7.62 rotary machine gun, UPP Specialists are not to be taken lightly by even the most robust of marines.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Leader.png]]&amp;lt;br&amp;gt;Master Serzhant | MSzh.&lt;br /&gt;
|The commander of the UPP force, the UPP Leader is charged with executing whatever mission the UPP have assigned the squad. They are equipped with mostly standard issue UPP equipment, though the Leader wears similar armor to the UPP Specialist.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Forces ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:UPP_Commando_Standard.png]]&amp;lt;br&amp;gt;Junior Kommando | JKdo.&lt;br /&gt;
|The Junior Kommando consists of only hand-selected UPP military specialists. Often chosen due to their cold demeanor and uncaring attitude for human life the Junior Kommandos are the forefront of the UPP Special Forces with only the finest equipment. Those who are selected have been rumored to require a ritual involving killing their own parents.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Medic.png]]&amp;lt;br&amp;gt;2nd Kommando | 2ndKdo.&lt;br /&gt;
|The Second Kommando are primarily made of medical specialists who have proven their worth in the field of medicine and the ability to withstand any type of battle-fatigue mental or physical which could withhold them from performing their medical duty. They are highly advanced with treating battle-wounds and have said to have hands that work equal to surgeons with P.H.Ds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Leader.png]]&amp;lt;br&amp;gt;1st Kommando | 1stKdo.&lt;br /&gt;
|The First Kommando is the leader of the Specialist Forces assigned beneath their command and are perhaps the most elite unit to exist in the UPP arsenal. Believed to have been selected from only soldiers who have personally shown their worth by gunning down even civilians that fail to salute the chairman, the First Kommando holds no remorse in his duties and believes only in his faith and loyalty to the greater worker&#039;s revolution of the UPP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Officers ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:leytenant.png]]&amp;lt;br&amp;gt;Leytenant | Lt.&lt;br /&gt;
|The lowest rank of the UPP forces, the Lieutenants are said to be selected from floor managers in UPP shoe manufactories due to their experience in coordinating fellow communists and showing leadership. They are entrusted with platoons beneath their commando and are eager to prove their worth to rise in the ranks and earn a better life and expand the might of the UPP.&lt;br /&gt;
|-&lt;br /&gt;
![[File:kapitan.png]]&amp;lt;br&amp;gt;Kapitan | Kpt.&lt;br /&gt;
|The Kapitan is the second officer-position in the UPP. Usually given command of entire vessels and battalions, the Kaptain often possesses some communist indoctrined education and is tasked with ensuring the will and might of the communist nation is enforced both within and even abroad if the situation calls for such.&lt;br /&gt;
|-&lt;br /&gt;
![[File:mayjor.png]]&amp;lt;br&amp;gt;Mayjor | May.&lt;br /&gt;
| Nearing the top upper ranks, the Mayjor is a senior officer in the UPP&#039;s military. Due to their position and trust by the government they are often given entire fleets or armies to oversee and are trusted with utilizing the forces given to them to protect the communist doctrine be it from democratic movements or foreign nations.&lt;br /&gt;
|-&lt;br /&gt;
![[File:kolonel.png]]&amp;lt;br&amp;gt;Kolonel | Kol.&lt;br /&gt;
|The Kolonel is the highest rank that can be achieved within the UPP Military. They oversee all four fleets and ground personal and are tasked with ensuring they are used to protect and expand the borders of the communist nation across the stars. They are regarded as having unwavering loyalty to the worker&#039;s revolution and are very close with the chairman who they often report to.&lt;br /&gt;
|-&lt;br /&gt;
![[File:chairman.png]]&amp;lt;br&amp;gt;Chairman of Progressive People | CPP.&lt;br /&gt;
|The Chairman of Progressive People is the highest ranking official in the UPP&#039;s government. They are the face of the communist regime and commander-in-chief of all military forces. Their word is the word of the communist doctrine and anyone who would dare cross them likely would find themselves, their family, and their friends six feet under.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| The USCM and UPP are locked in a cold war with various unreported skirmishes along borders between the two rivalling superpowers. Due to the UPP&#039;s communists views the democratic nation is their greatest threat and have remained as such since the formation of the UPP to oppose United Americas. Most conflict is locked to proxy wars involving the supplying of insurgents however on rare occasions such as operation canton the two will fight directly resulting in massive loss of life due to nuclear weaponry and the rules of war being vastly ignored to reach an absolute victory against each other.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] CLF&lt;br /&gt;
| The CLF and UPP relations are not friendly due to the CLF&#039;s desire to be independent from any superpower. However, the UPP secretly supplies most of their militia with military equipment and training to combat the USCM forces in hopes of driving them from various colonial sectors allowing for the communist nation to take control and pursue their own agenda.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:WY_Patch.png|64px]] Weston-Yamada&lt;br /&gt;
| The UPP despise Weston-Yamada viewing them as corrupt and a harmful existence to the nature of their communist believes. Unlike the UA and the TWE the UPP has zero presence of WY in their borders and often reverse-engineers their technology to compete with the democratic and monarchy rivals which they supply, much to the annoyance of WY.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] 3WE&lt;br /&gt;
| Similar to the USCM/UA, the UPP is openly in a cold war against the TWE who aligns itself with the forces of USCM. Conflict due to the nuclear arsenal of the two superpowers is limited however common border skirmishes, supplying of insurgents, and espionage occur without restriction besides a select few conflicts such as the Sol Campaign.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CLF&amp;diff=20551</id>
		<title>CLF</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CLF&amp;diff=20551"/>
		<updated>2021-07-15T23:01:11Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Colonial Liberation Front =&lt;br /&gt;
[[File:colony_house.jpg|300px|right|thumb|&amp;lt;center&amp;gt;&amp;quot;A CLF base of operations in a unknown colony&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The Colonial Liberation Front is a paramilitary group primarily located in the Tychon&#039;s Rift sector of United Americas space. Their stated goal is to secure the independence of all of the colonies in the Tychon&#039;s Rift sector. They are the largest and most active militant group pushing for the independence of the colonies. The United Americas government classifies the CLF as a terrorist organization, with membership in the organization or providing financial or material support for the CLF being prosecutable offenses.&lt;br /&gt;
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The CLF grew organically from several different groups that formed in the wake of the Slaughter of Xibou in 2164. Prior to the slaughter of Xibou the conflicts between the United Americas government and the colonists of the Tychon&#039;s Rift sector had remained mostly non-violent. The sudden increase in tensions after Xibou, combined with the images of slaughtered fighters and civilians alike, greatly increased the willingness of the colonists to take up arms against the United Americas. Several different militant groups formed in the years following the Slaughter, and as they negotiated with one another and found common cause the CLF was formed from their union.&lt;br /&gt;
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== History ==&lt;br /&gt;
[[File:guerilla.jpg|300px|right|thumb|&amp;lt;center&amp;gt;&amp;quot;Young CLF member&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The CLF finds it&#039;s origins in the poor treatment and economic exploitation of the colonists of Tychon&#039;s Rift combined with the increased difficulty that the United Americas has in governing the vast reach of space that it has claimed. Many of the people that traveled to the colonies did so for the promise of finding a better life, but instead found only harsh and inhospitable worlds lacking in many of the amenities that they had come to take for granted. The situation was made worse by piracy and lawlessness, though that was kept in check at first by the Colonial Marshals as well as the United Americas military forces. These issues were greatly exacerbated by the Sol Campaign of 2159 and by the Anti-Colonial Insurgency Act of 2161. The Sol campaign served to draw much if the USCM force tasked with keeping piracy in check out of the Tychon&#039;s Rift sector as they were retasked with more urgent assignments. The Anti-Colonial Insurgency Act of 2161 strictly curtailed much of the authority of colonial politicians and limited the number of weapons and supplies sent to colonies in order to prevent stockpiling of equipment. The USCM believed that stockpiling of equipment had played a major role in the Mars Militia&#039;s prolonged success, and they wished to deny the Tychon&#039;s Rift colonies any chance of developing similar stockpiles. This resulted in under equipped colonists and Colonial Marshals not being able to reliably defend themselves from hostile wildlife and pirates, while also no longer being able to effectively care for those wounded when defending their homes or those who fall sick to illness. &lt;br /&gt;
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The lack of adequate supplies, growing piracy, and strictly curtailed ability to self govern bred discontent in the Rift, which in turn caused the Free Colonies movement to come into being. The Free Colonies movement is the general term for the idea that the United Americas in unable to effectively govern it&#039;s colonies and that the colonies, and that the people of the colonies should resist United Americas governance in order to earn their freedom. These ideas caused a series of protests and civil unrest, which was often met with violence from the Colonial Marshals as well as the Unitad Americas imposing further increased sanctions on the colonies.&lt;br /&gt;
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The situation in Tychon&#039;s Rift took a massive turn in 2164 when a colonist named Atticus Graves called for the independence of Xibou. He was a mining foreman, and his short five page manifesto called for armed uprising and open rebellion against the United Americas government. Graves believed that the colonists who live in the rift could fight off any USCM response due to their determination and their knowledge of their home colonies. He claimed that the colonial militia members have drive to fight for freedom, and that the USCM soldiers had no will to fight and die on the soil of colonies so far from their own homes. Graves believed that determined colonists could win their independence by causing the United Americas to lose the will to fight in the Rift. Graves formed a militia, and his militia overran the government buildings and spaceport on Xibou. Grave&#039;s militia also either killed or imprisoned all of the Colonial Marshals on the planet. Graves then took on the mantle of provisional governor of Xibou and proceeded to try to run his planet. His governorship was shortlived however, as USCM forces made planetfall and killed every militia member they could find. Grave&#039;s militia numbered at around 1,000 members, but they were supported by many colonists who were swept up in the rebellion and who believed in the Free Colonies movement. When the USCM made planetfall they could not readily identify which colonists were the armed militants and which were non-violent colonists. The USCM simply shot everyone that they suspected of being a militia member, resulting in many civilian casualties. This, the &amp;quot;Slaughter of Xibou&amp;quot;, was a polarizing event in the colonies. While some supporters of the Free Colonies movement got cold feet and withdrew from the movement, many more became significantly more militant in their outlook. This event stands as the turning point that radicalized many of the original CLF members.&lt;br /&gt;
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This increasing militancy led to fewer protests and demonstrations and more acts of sabotage. Cells began to form and negotiate with one another. Many different groups formed in this time period. The CLF name itself stems from a sound bite from United Americas news, which described to the whole of armed resistance as a &amp;quot;front of colonial liberation&amp;quot;, and later referenced it again as &amp;quot;... this colonial liberation front ...&amp;quot; &lt;br /&gt;
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The CLF has continued its campaign of armed resistance. Recently there have been attempts by the UPP to shape the course of events in the Tychon&#039;s Rift sector as well. The UPP has begun to extend offers of material support and training to larger CLF cells in the sector. They have also encouraged some cells to prepare to again try for open armed insurrection similar to what Graves tried on Xibou. While no cells have attempted full insurrection yet, many cells are training many new fighters in preparation. It is only a matter of time before insurrection erupts on some or all of the planets in the Tychon&#039;s Rift sector.&lt;br /&gt;
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== Ideology ==&lt;br /&gt;
There are many amoung the populace of the Tychon&#039;s Rift sector who believe in some form of independence for the sector. This common viewpoint is referred to as the Free Colonies movement. There is no general agreement as to what form this freedom would ideally take, though some of the more popular opinions are that the colonies should be completely independent, that they should join the UPP, and that they should form a confederation of colonies and self govern together. There are many colonists who support the Free Colonies movement without supporting the CLF. There are also many people outside of Tychon&#039;s Rift that support or at least sympathize with the Free Colonies movement.&lt;br /&gt;
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The CLF ideology can be classified as a subset of the Free Colonies ideology, largely drawn from Atticus Grave&#039;s manifesto. Specifically, the CLF wants the same goals but differs vastly in which methodology they believe will accomplish those goals. The CLF believes that the path towards independence for the colonies of the Rift is one of armed conflict. The CLF embraces militant conflict with any faction that would seek to control the Rift. They sometimes even come into conflict with other non-CLF factions fighting for independence for the Rift, because they see those factions as still attempting to impose their authority on the Rift. They believe that freedom for the Rift the something that only they can provide.&lt;br /&gt;
Because most members of the CLF believe that the only path to freedom for the colonies in the Tychon&#039;s Rift Sector is one of armed uprising, CLF members are definitionally willing to commit acts of extreme violence against anyone that their leadership identifies as a threat to their goals.&lt;br /&gt;
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== Activities and Methodology ==&lt;br /&gt;
While the members of the Colonial Liberation Front can broadly be described either as idealistic freedom fighters or terrorists, there is none the less a broad range of motivations within the group. A meaningful fraction of the ship based CLF cells only loosely adhere to CLF ideology, seeing the CLF instead as more of a flag of cenvenience to fly while engaging in acts of piracy and murder. Many ports and free stations in the Rift that refuse to have dealings with pirates will still happily deal with CLF ships. In their eyes piracy is legitimized by the flying of the CLF banner and the restricting of their prey to United Americas shipping. This means that acts of piracy are incredibly common under the CLF banner. Though United Americas shipping is treated brutally by the CLF, colonial shipping sometimes doesn&#039;t fare much better. It is not uncommon for captains of CLF ships to board &amp;quot;friendly&amp;quot; shipping and demand a hefty donation in order to compensate the CLF for the &amp;quot;protection&amp;quot; provided. This practice has led to occasional conflicts between piratical CLF factions who freely prey upon any ship they see and &amp;quot;idealistic&amp;quot; CLF cells which limit themselves to only preying upon United Americas shipping.&lt;br /&gt;
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Other illegal activities have been linked to the CLF as well. The CLF engages in many acts of smuggling throughout the colonies, bringing illegal goods both into and out of the Rift. The most commonly smuggled goods are weapons and narcotics. The CLF engages in bribery of border officials and Colonial Marshals, as well as crooked and illegal deals with the major corporations that are active in Tychon&#039;s Rift. There are also numerous acts of sabotage, vigilanteeism, destruction of property, and murder that are committed by CLF fighters.&lt;br /&gt;
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== Weaponry ==&lt;br /&gt;
The CLF lack any sort of standardized weaponry. Early on in their existence the typical armament for a CLF member was either a civilian pistol or an obsolete submachine gun, supplemented by improvised explosives. While these weapons are still potentially deadly in the hands of a determined CLF fighter, they still leave a lot to be desired compared to modern weaponry.&lt;br /&gt;
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As the conflict has drawn on the cells have slowly become more heavily armed, being able to source previous generation assault rifles such as the mar-40 as well as modern plastic explosives and grenades. This has been attributed partially to the group&#039;s increased reputation and power drawing in better armaments suppliers, and partially to their improved finances due to the success of their legal and illegal ventures. Even with their more modern weaponry, the CLF tend to be critically short on heavy weapons and support weapons of any type.&lt;br /&gt;
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In 2188 CLF propaganda appeared showing CLF fighters in posession of modern UPP weaponry. When United Americas news media aired the images there was a frenzy of speculation as to the source of the modern firearms. The popular opinion, as spurred on by media speculation, is that the newly acquired arms are from corrupt generals in the UPP moving to cash in on the rich arms market in the Tychon&#039;s Rift sector. Those weapons are actually material support given to the CLF by the UPP. Unbenownst to the United Americas media, the UPP has also equipped some cells within the CLF with significant support weaponry as well. This contributed significantly to the success of the CLF in inflicting heavy damage to the USCM forces involved in Operation Tychon Tackle, especially the anti-ship missiles that the CLF otherwise would not have had the ability to produce nor the expertise to use effectively.&lt;br /&gt;
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The CLF also lack modern spacecraft armaments. Most of their naval forces consist of modified commercial vessels. These vessels are adequate when it comes to the acts of piracy that the CLF commonly commits, but are wholly inadequate in countering modern USCM vessels. Their naval vessels have inferior speed, range, armor, pdw, and armaments compared to USCM vessels. Most notably lacking is their armaments, which usually consist of batteries of modified ground based artillery. Although these armaments have been modified to function in space, they lack the projectile speed and tracking to operate effectively outside of several dozen kilometers. These ranges are considered to be &amp;quot;knife fighting distance&amp;quot; in terms of space battles, leaving ambush as the only option for effectively engaging USCM warships.&lt;br /&gt;
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== Ranks ==&lt;br /&gt;
The CLF has historically been organised into loosely associated and quasi-independent cells. There are two types of CLF cells, ship based cells and ground based cells. The ship based cells are sized according to the crew requirements of their ship, usually between six and twelve members. Ground based cells tend to be similarly sized. In larger cities or when carrying out larger operations ground based cells tend to pull multiple cells together to increase their available manpower. The cells are typically led by a captain, which is usually the captain of the vessel for space based cells. Planet or station based cells usually use the same rank, but without the naval connotations. Individual ranks vary wildly between cells, if there are even ranks at all. The generally accepted term for a standard CLF soldier is a &amp;quot;fighter&amp;quot;, and the term &amp;quot;CLF Fighter&amp;quot; is used by both the USCM and the CLF themselves. While individual cells share the same overall goals and ideology, though their methods and tactics differ wildly. &lt;br /&gt;
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Cells usually form stronger ties with other cells on the same planet or station. Usually one of the cells in such a group of cells will take on more of a leadership role when coordinating with other cells from other worlds. The leadership cells only maintain loose associations with other leadership cells on different worlds, and usually have no association with non-leadership cells outside of their own cell group. The exception to this is any ship based cells, which are more independant. They typically maintain loose associations with other ship based and land based cells but do not tend to group into larger networks. Ship based cells are also usually less likely to link up with other ship based cells in order to pool resources and manpower.&lt;br /&gt;
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In recent years there has been some reorganization of the CLF cell based structure. Seemingly emboldened by the recent lessening of USCM presence in the sector, some cells have begun to grow larger and to claim territory as their own. Where before cells stayed in the shadows, emerging only to strike targets of opportunity, some cells are now using the lack of USCM presence in Tychon&#039;s Rift to operate more openly. These larger cells are growing to a strength of several hundred or sometimes even several thousand members, and are training in concealed camps and bases. These larger CLF organizations also typically maintain armed and armored ground vehicles and sometimes ships that have been refitted for combat duties. CLF facilities on established worlds stay hidden due to actual, willful, or coerced ignorance on behalf of the Colonial Marshals.&lt;br /&gt;
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==== Ground Cell ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:CLF_Standard.png]]&amp;lt;br&amp;gt; Guerrilla &lt;br /&gt;
| The standard soldier in the CLF movement. Primarily recruited from the colony population and consist of various roles such as mere janitors, desk-workers, garbage-haulers, and even miners the front-line forces of the CLF movement severely lack proper military training and are forced to make use of basic instinct and what they have on hand. However, what they lack in combat is fiercely made up for with their hearts for the cause.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Tech.png]]&amp;lt;br&amp;gt; Field Technician&lt;br /&gt;
| The technicians, the CLF trained engineers primarily consist of colonists who have worked as colony generator engineers and minor maintenance technicians. Lacking in most basic equipment compared to most militaries, the engineer trained are forced to utilize creativity to create shoddy weaponry to fight back against the USCM such as outdated rifles, molotovs, and dangerous stun-prods.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Medic.png]]&amp;lt;br&amp;gt; Field Medic&lt;br /&gt;
| The medical personal of the CLF movement. Mainly consisting of colony doctors and nurses, the CLF medics are the triage for the fighters against the USCM tyranny. They are the grease and oil that ensures the fighting machine of the CLF dues not rust and grind. &lt;br /&gt;
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![[File:gunner.png]]&amp;lt;br&amp;gt;Field Specialist&lt;br /&gt;
| The tactical soldiers of the CLF movement, the specially trained consist primarily of colonial marshals who have turned against their own beliefs and chose to side with the CLF. They possess greater weapons skills then that of a standard soldier in the movement and through intense training have been able to learn and make use of heavy weaponry not available to most standards on the frontline.&lt;br /&gt;
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![[File:CLF_Leader.png]]&amp;lt;br&amp;gt;Cell Leader&lt;br /&gt;
| The Local Leader is the brains and strategist of the local CLF cell&#039;s movement. Usually the leader is an individual who once served in the position of a colonial government or in a higher rank of a specific department on a colony. Highly looked upon by their followers the local leader coordinates the insurrection against the USCM, outgunned and outmatched they hold their ground believing that colonial freedom is worth every sacrifice.&lt;br /&gt;
|}&lt;br /&gt;
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== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] UPP&lt;br /&gt;
| The CLF hold an aggressive stance against the UPP as they are openly opposed to any major power that may try to bring them under heel. However, various cells of the CLF maintain secret ties with UPP special forces who engage in smuggling weapons and military training of guerrilla forces to fight the USCM.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:WY_Patch.png|64px]] Weston-Yamada&lt;br /&gt;
| ???&lt;br /&gt;
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!{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| The CLF is openly engaged in a war of liberation against the USCM in Neroid Sector. Firmly against the USCM harsh treatment of colonies and the UA&#039;s failure to address the worries of the health, safety, and security of the colonies the CLF is dedicated to expelling the marines from the sector and establishing independence.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] 3WE&lt;br /&gt;
| ????&lt;br /&gt;
|}&lt;br /&gt;
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{{Links_page}}&lt;br /&gt;
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[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Three_World_Empire&amp;diff=20550</id>
		<title>Three World Empire</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Three_World_Empire&amp;diff=20550"/>
		<updated>2021-07-15T23:00:26Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:3WE_Patch.png|200px]]&lt;br /&gt;
=Three World Empire=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
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==Overview==&lt;br /&gt;
Formed in 2088, the Three World Empire (3WE) was a federation of nations created by the joining of the United Kingdom and Japan, as well as allied nations including India, Indonesia, and Australia. Following the formation of this federation, the Japanese Yamada Corporation purchased and merged with the British Weston Corporation leading to the 3WE’s status as the most significant economic force in Sol. The name, Three World Empire, is drawn from the first three worlds colonized by humanity: Earth, Mars, and Titan. &lt;br /&gt;
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Supported by the technological advances of the Weston-Yamada Corporation, the Three World Empire quickly amassed the largest and most advanced naval fleet that humanity had ever seen. These advances in Starflight allowed members of the 3WE to be the first humans to leave the cradle of Sol in search of new homes among the stars. As a result, the 3WE has colonized a plurality of all known resource-rich and naturally habitable worlds. These early colonies would come to be known as the Core Systems. &lt;br /&gt;
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Due to their heavy reliance on the navy, the Three World Empire can ill afford to field a large standing army like the United Americas (UA) or the Union of Progressive Peoples (UPP). The safety of its territories outside of Sol is primarily contracted to Weston-Yamada Private Military Contractors (PMCs) as well as the UA’s United States Colonial Marine Corps (USCMC). While the USCMC is exclusively tasked with patrol and rapid response, Wey-Yu PMCs fill a wide array of roles. While the contractors are primarily hired to patrol and garrison 3WE territory, it is not uncommon to see them filling the role of peacekeepers not dissimilar to beat cops on worlds without a strong Colonial Marshal presence. &lt;br /&gt;
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For its economic influence and role in the Three World Empire’s stability and prosperity, Weston-Yamada was granted a permanent seat in the Empire’s Parliament. So far, Weston-Yamada is the only non-governmental entity to be bestowed this honour. While all governmental parties claim that Weston-Yamada has remained unbiased in its governance, none can deny that since being invited into Parliament, the Corporation’s economic power has increased ten-fold. In contrast, the majority of its competition have floundered under strict economic regulation and bureaucratic red tape.&lt;br /&gt;
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==Naval Commands==&lt;br /&gt;
===Home Command (HOCOM)===&lt;br /&gt;
Despite being treated as its own command, Home Command operates only a single Fleet: the Home Fleet. The Home Fleet is the largest, best-funded, and most well-equipped fleet in the entire Three World Empire Navy and the premier naval force in the Sol Sector. Operating from the Royal Naval Command Centre in Japan’s northern reaches, Home Fleet serves as the primary defensive shield of the 3WE’s home territory and stands poised to strike at any who would dare threaten the Empire and its solar colonies. Home Fleet consists primarily of capital ships, including several battleships and carriers, as well as a plethora of smaller escort-class carriers. Due to the poor manoeuvrability of these oversized ships and the limited operation ranges that they possess, the Home Fleet is largely confined to a defensive role in the Sol System. However, this is not seen as a detriment to the fleet, but rather an opportunity to maximize firepower and armour while saving resources that would otherwise be wasted on long-range capabilities. Home Fleet is also utilized to showcase cutting-edge ships to the public and any potential threats that may be watching.&lt;br /&gt;
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===Imperial Command (IMCOM)===&lt;br /&gt;
Imperial Command oversees all naval action in Three World Empire territory outside of the Sol System. IMCOM operates over a dozen fleets consisting primarily of patrol craft. These fleets fill the dual role of border patrol and rapid response. While they operate similarly to the USCMS, these patrol craft rarely have more than a squad of commandos per ship. Despite IMCOM’s reliance on light patrol craft, it is not uncommon to see the occasional heavy cruiser, carrier, or battleship semi-permanently moored at checkpoint stations along major shipping routes and border crossings.&lt;br /&gt;
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===Expeditionary Command (EXCOM)===&lt;br /&gt;
Expeditionary Command is tasked with discovering habitable planets in the Frontier and beyond. Unlike the other two Commands, expeditionary groups rarely consist of more than a few exploration craft and often require escort when in the Core Systems. Such expeditionary task groups usually consist of retrofitted long-range light cruisers meant for deep space exploration. As these deep space exploration craft are not rated for atmospheric operations, they are accompanied by smaller tethered research vessels that are used to determine a planet’s habitability. It is to note that, due to their area of operations in the Frontier and beyond, EXCOM operates in a perpetual state of supply shortage. To compound this issue, a majority of the ships are decades old and in need of constant repair. Parliament has deemed the cost of recalling and retrofitting the ships with modern equipment to be too great and EXCOM has been told to “make do” with what they have.&lt;br /&gt;
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==History==&lt;br /&gt;
Following the terraforming and colonization of Luna in 2031 and 2039 respectively, the United Kingdom (UK) and Japan had managed to secure technological supremacy on Earth. Despite their technical prowess, both nations were resource poor when compared to other world powers such as the United States of America (USA) and the Union of Soviet Socialist Republics (USSR). Seeing space as a limitless source of resources, the United Kingdom and Japan penned a series of joint treaties to enable the establishment of the first Anglo-Japanese settlements on Luna. These colonies would be governed jointly by both nations and within the decade, the remaining lunar colonies would be brought under the same joint banner.&lt;br /&gt;
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The United Kingdom based Weyland Corporation would then conduct the first manned mission to Mars the next year with a multinational Japanese and British team. Terraforming efforts began in late 2032 and would last eight years before the planet became habitable. In 2040, the first permanent colony on Mars was founded. In an act that rivaled the footage of the Apollo 11 landing, two astronauts simultaneously planted the Union Jack and the Flag of the Sun. This act of jointly claiming a terrestrial body forever entwined the two nations and their colonization efforts. The terraformation and colonization of Titan would be conducted over another ten years starting in 2055. &lt;br /&gt;
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Great Britain and Japan would enjoy over fifty years of open migration and tariff-free commerce before finally merging in 2088 into what would be known as the Three World Empire; its name drawn from the three worlds of Earth, Mars, and Titan. The parliaments of both nations would merge with a minority of seats granted to the colonies on Mars and Titan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parliament itself was agreed to be based in Westminster, London, and in exchange the Royal Families of both former nations would reside within the Imperial Palace in Tokyo. Further, it was negotiated between King James III. of Windsor and the Emperor of Japan that a royal marriage would take place to seal the two royal houses into a union in perpetuity. This led to the British King marrying the Princess of Japan, and since the Emperor of Japan had had no heir of his own, Parliament quickly agreed that James III. would be the next, legitimate heir to the throne of Japan, and that his oldest offspring would continue both royal lines henceforth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seeing the rise of this new, powerful entity shocked many in the world, as both Japan and the UK were now one, and the two sidelined secondary powers had effectively surpassed all in terms of Colonial Power. Further, a few years after formation, in 2092 the Republic of India formally petitioned the Imperial Parliament for membership within the Empire, a request that was passed in Parliament and quickly approved by both Monarchs. Seeing a third nation join this aspiring power, many smaller nations, who were either amicable to Japan or Britain, or were in precarious positions with respect to the United States or USSR and China, also petitioned for membership positions. By 2100, the TWE would count nations such as India, South Africa, Australia, New Zealand, Indonesia, Taiwan, South Korea, the Netherlands, Belgium, Portugal, Papua New Guinea, Kenya, Fiji and many more to be part of its realm. Most of these were given proper, parliamentary representation within Parliament, although some national governments had made it clear that they wished for lessened integration, and thus did not receive the same level of representation in exchange for decreased interference. South Korea and the Netherlands were two of the nations that had requested this privilege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, by the turn of the century, rapid advances in technology and terraforming and colonization technologies resulted in the ability to surpass outer Sol, and pierce into new sectors of space entirely. The TWE, with its scientific lead over the other powers on earth now only further reinforced with its growing size and might, had a large lead on this technology, and would go on to be the first to colonize beyond Sol. In doing so, they seized some of the most resource-rich and also most habitable worlds that were within, what would later become, the Core Sector of space. Later, following their formation, the UA and UPP would find themselves squabbling and scrambling for comparatively desolate planets and rocks, which required far more terraforming investment than the initial TWE colonies did. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the same time, in 2099, Weston Corp and Yamada Corporation, the two prevalent British and Japanese Corporations respectively, agreed to a merger, which united the two’s industrial and political might into one. This procedure was even used by the TWE’s government as propaganda, seeing as how their most powerful megacorporations was now an anglo-Japanese merger, same as the Empire itself had been, and stories were spun about the fortunes that cooperation between the different peoples really did bring to all. Newly established W-Y would go on to increase its cooperation with the Empire’s Parliament and Monarchy, and would eventually, by the year of 2140, even receive a permanent seat in the parliament of its own - the only corporate entity to receive as much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not all was rosy for the Empire, however. With so many new member states, the fortuitous unity and prosperity between the British and Japanese were overshadowed by an incredible multiculturalism that began to plague the Empire and its society. With a Parliament in London now housing anyone ranging from Belgian, Portuguese, Indian and Indonesian, the issue became clear that something had to be done. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the United Americas formed as the second Conglomerate on Earth in 2104, it became clear that the TWE’s colonial hegemony was at stake, and that efforts in space colonization and protection had to be doubled. As such, a massive recruitment and propaganda campaign was sanctioned, and a huge fleet of ships for the Space Force was commissioned and brought into service. Henceforth, it would become any elected government’s first and foremost priority to give the disunited and diverse peoples of the Empire’s realm a common goal and cause to rally behind. The theory said that, if such was the case, differences among one another would be forgotten, and stability would be ensured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, it came that the Empire moved towards a more outwardly militaristic and expansionist view, something that worried the UA and angered the UPP, which had formed in 2108, four years after the UA. Propaganda campaigns asked citizens to embark on to space, and seize land and prosperity for one’s self and the Empire. At the same time, the Navy became the centerpiece of military operations, growing eventually to an enormous size and force, with recruitment campaigns emphasizing the heroic deed of protecting and expanding the “largest empire in human history”, while also serving valiantly under the TWE’s Emperor, James III. of Britain, who had properly ascended to sole power following the death of the childless Emperor of Japan. The Monarchy, more so than any elected officials in Parliament, quickly rose to become a central authority for the people all around the Empire, as it was something anyone could rally behind, and something that was easy to understand, unlike the motives of an elected Prime Minister who always served dubious standards and objectives. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rather than fight this, the Parliament endorsed this sentiment, and although the Monarchy remained entirely constitutional and largely a figurehead entity, the Emperor was now brought back into the public much more, christening new capital vessels for the Navy, holding speeches and attending many other high-profile public events. This would only increase the effectiveness of the ‘Common Goal’ policies of Parliament, and a new recruitment drive occurred, both for the Navy and for the Colonies. In time, the Empire saw itself with a sort of competition, where member states within it would compete to colonize worlds before the other. This was, and still is, the case particularly in the Outer Rim and Frontier, where entire worlds will be dominated by a single cultural minority. Thus, it is not unlikely to find a TWE world in this space that is almost entirely colonized by, for example, Indonesians, Indians, or Australians. Due to the long-distance and fledgling nature of these new colonies, a Provisional Governor is usually appointed by the central government back on Earth to rule over any specific colony - with care being taken to appoint one of the same culture and heritage as the majority population on the new world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many years would pass, but by the year of 2135, the Empire realized it had to curb its massive expansionism for its own good. The reality was that, when compared to the UA and UPP, the TWE could not field nearly as many men and women within its military, and thus could not meaningfully patrol the outer rims and frontier colonies to protect them from danger. Thus, several deals were made, both with Weston-Yamada and the United States Colonial Marine Corps. The former, by now a tight, integrated partner of the Empire, was happy to provide Corporate PMCs to help garrison frontier stations and colonies, while the USCM signed treaties that allowed it to patrol Outer Rim and Frontier Space in exchange for generous payment, though they would also be tasked with rapid response duty should a colony go dark for whatever reason. These treaties, with both parties, were amended and renewed several times, and still exist to this day, in 2182.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The TWE remains the biggest and more reliable partner of Weston-Yamada to this day, and with the help of their integrated, permanent seat in parliament, they have legitimate legislative powers within the Empire, and a voice to make themselves heard. As such, W-Y entertains their most precious, secretive and/or dangerous research within Anglo-Japanese borders, on planets or asteroids leased to them by Parliament on very much loose terms, usually - terms that, for the most part, are favourable to ones offered by the USCM and UA. This close relationship with W-Y has notably strained the Empire’s relationship with the aforementioned Marine Corps, who eye the Anglo-Japanese border with distrust, fearing that the Empire might try to sway W-Y, their main arms and material deliverer, from cooperating with them to disrupt their integrity.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] UPP&lt;br /&gt;
| The corporate-dominated constitutional monarchy of the 3WE has incompatible political differences with the UPP’s anti-capitalist governance. The Three World Empire has engaged in a cold war with the Union of Progressive Peoples since the UPP’s founding in 2108. These tensions have only escalated within the last three years after the Weston-Yamada Corporation publicly accused the UPP of destroying the Hadley’s Hope colony on Acheron. This, plus increased territorial disputes spurred on by a recent colonization push from the UPP, has many worried that both factions’ sabre-rattling will escalate into a full-blown war. In part, it is this existent threat that has led the 3WE and the United Americas to remain tenuous allies despite ever-increasing border friction and ideological differences.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] CLF&lt;br /&gt;
| The CLF, whilst mostly occupied with the fight against the USCM, occasionally make their way into TWE territory. They attempt to recruit citizens or pirate supplies and weaponry from colonies, almost all of these incursions occur at colonies with a large Weston-Yamada presence and the TWE responds to these incursions with swift and deadly military action. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:WY_Patch.png|64px]] Weston-Yamada&lt;br /&gt;
| The Weston-Yamada Corporation is an integral part of the Three World Empire. The Company’s financial and technical prowess have directly aided the 3WE in becoming the world power that it is today. In addition to the megacorporation’s permanent Parliament seat, currently unproven fringe rumours exist that numerous members of Parliament are either on the Company’s payroll or have been replaced with android duplicates.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| While the founding nations of the Three World Empire and the United Americas have seen each other as allies for the last few centuries, the relationship between the two conglomerates has gradually deteriorated in recent years. This is primarily in response to the 3WE’s historic expansionist efforts resulting in rapidly muddying borders as well as increasing hostilities between the United Americas and Weston-Yamada. Despite this, the UA’s USCMC has been contracted to patrol and defend large swathes of 3WE space. Although officially, communications breakdowns had prevented the USCM ships from receiving the distress signal, on more than one occasion, USCM help has arrived late or not at all to a 3WE colony in need.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=20549</id>
		<title>W-Y</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=20549"/>
		<updated>2021-07-15T23:00:05Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weston-Yamada =&lt;br /&gt;
[[File:weston-yamada.png|thumb|right|300px|&amp;lt;center&amp;gt;&amp;quot;Designing your Future.&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Weston Yamada also knows as &amp;quot;the Company&amp;quot;, has a wide range of business. This includes dealing with high-tech armaments, synthetic humanoids, spaceships, computer parts, terraforming equipment, and household appliances. They also offers shipping and receiving services, among other ventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following an aggressive expansion into terraforming new colonial world, Weston-Yamada secured  rights and privileges from the United States government. One of those privileges is the close relationship with the USCM. the Colonial Marines use corporate-supplied equipment in exchange for protecting and monitoring border colonies. This, however, does not mean that the interests of the company are aligned with the USCM. It is more accurate to say that Weston-Yamada considers the USCM a valuable, but still disposable, asset. This has led to an increasing amount of hostility between the two factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weston-Yamada has enough wealth and influence to hire private military contractors. These are highly trained mercenaries, generally ex-military veterans. They do black site protection detail, undertaking dangerous assignments, and otherwise supply Weston-Yamada with firepower in the absence of the USCM. They are compensated well for their services, and demand is always there. Rumors speak of even more well-equipped and well-selected military units within Weston-Yamada&#039;s employment, but that is not officially verified. The Company has refused to comment on it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The formation of the mega-corporation Weston-Yamada came about, as a result of a prosperous merge of the Weston Industries Company and the Yamada Bio-foundries Corporation. This happened in the early days of the formation of the Royal Empire of the Shining Sun. The two companies, each specializing in varying sections, fields and industries, suddenly had an unprecedented amount of knowledge, workforce and the financial/political backing from several of Earths governments, attempting to stimulate their economic strength. With this start, the company flourished, rapidly expanding it&#039;s market shares in medicine, armaments, weaponry, rocketry and more. Growing more and more powerful in terms of technological progress and economic prosperity. W-Y was soon to become the most prominent and widespread corporation on the planet. They started to acquire contracts and deals with military and governments from all nations, though reserving their best and most valuable contracted services to the RESS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the colonization of the Sol System and end of the Sol Campaign, also Operation Canton. Weston-Yamada quickly became a major power player, equal to that of the other major nations in existence. Their influence runs very deep within even the USCM, where they exert their influence and power with specific officers. These officers identity as pro-company interests or &#039;Songbirds&#039; as they are often called. It is rumored that various congressmen in the UA and parliament members in RESS, are under the influence through bribes, by WY who seek to utilize their militaries and economic strengths to expand their own interests. An uneasy relationship however exists between the Third Fleet and W-Y, notably those stationed in Tychon&#039;s Rift Sector under the Second Battlegroup. This tension is due to the number of USCM vessels vanishing, while attempting to support Company colonies, at the request of bribed higher authorities in the military. There have also been a number of incidents involving skirmishes between USCM and W-Y forces, which have been largely suppressed from the media, however the worst was reported to have seen 43 marines and 32 PMCs dead with over a few more hundred on both sides wounded.&lt;br /&gt;
&lt;br /&gt;
== Contracted Colonies ==&lt;br /&gt;
&lt;br /&gt;
LV-624 - The Colony Known as Lazarus Landing is a W-Y Archaeological site. Known for exploring ancient temples, these structures have been sighted on the surface of the colony, origin unknown. The Colony falls under the purview of the Special Research Division and is closed for unauthorized visitors at this time. The lush tropical climate makes for some interesting local fauna and flora, but is unfortunately the victim of an insect nuisance, the bugs making life sometimes hard on this colony.&lt;br /&gt;
&lt;br /&gt;
== Weston-Yamada Corporate Office Ranking System ==&lt;br /&gt;
&lt;br /&gt;
This section should help new employees understand where they are within Weston-Yamada.&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;20px&#039;|Location Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|Lower [1st-30th Floor]&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|Upper [31st Floor or Above]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;90px&#039;|Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|[1X-X] - &amp;lt;br&amp;gt;Special Services Division (Spc Serv.)&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|[2X-X] - Corporate Relations Division (C.R.)&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;180px&#039;|[3X-X] - Communications Division &amp;lt;br&amp;gt;(Comms.)&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;180px&#039;|[4X-X] - &amp;lt;br&amp;gt;PMC Dispatch Division &amp;lt;br&amp;gt;(PMC Disp.)&lt;br /&gt;
! style=&#039;background-color:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[5X-X] - &amp;lt;br&amp;gt;Research and Data Division (R&amp;amp;D)&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[6X-X] - Economics Division&amp;lt;br&amp;gt; (Eco.)&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[7X-X] - &amp;lt;br&amp;gt;Psi Division&amp;lt;br&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XA-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Trainee&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; |&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; |&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Trainee&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XB-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Junior Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XC-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XD-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Senior Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Senior Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Senior Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XE-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive Specialist&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive Specialist&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive Specialist&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XF-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive Supervisor&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive Supervisor&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive Supervisor&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XG-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Assistant Manager&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Assistant Manager&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Assistant Manager&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XH-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Division Manager&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Division Manager&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Division Manager&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Division Manager&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Division Manager&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Division Manager&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XI-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Chief Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Chief Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Chief Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-\&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XJ-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Director&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Director&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Director&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Director&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Director&lt;br /&gt;
!style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Director&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;20px&#039;|Seniority Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|[XX-L] Lower&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|[XX-M] Middle&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;180px&#039;|[XX-S] Senior&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Upper 3B-M&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Upper&#039;&#039;&#039; stands for their &#039;&#039;&#039;Location Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3&#039;&#039;&#039; stands for their &#039;&#039;&#039;Division Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;B&#039;&#039;&#039; stands for their &#039;&#039;&#039;Job Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M&#039;&#039;&#039; stands for the &#039;&#039;&#039;Seniority Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This person would be someone who works in the upper floors of the Corporate Offices. &lt;br /&gt;
&lt;br /&gt;
Their job title would be: &#039;&#039;&#039;Middle - Communications Junior Executive&#039;&#039;&#039; or &#039;&#039;&#039;Middle - Comms. Junior Executive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note: Job Codes H and above are allowed to have personal assistants. They fall under the same Job Code, but their title will say assistant.&lt;br /&gt;
=== Weston-Yamada Divisions in Detail ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Special Services Division:&amp;lt;/b&amp;gt; This division is focused around sales, transportation, food, employment, disabilities, and the like. This is the division you want to fax when you don&#039;t see what you need in the description of other divisions. The everything else division if you will.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Corporate Relations:&amp;lt;/b&amp;gt; This division is focused around relations between factions. For example, keeping the UPP happy with &#039;gifts&#039; or tipping off the friendly CLF that there is a ship that needs to be liberated! These people are who you call for making sure the USCM don&#039;t find out about those secret basement experiments.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Communications Division:&amp;lt;/b&amp;gt; This division is focused around keeping communications up between all facilities and employees of W-Y. Have no service? You&#039;ll want to fax these guys- wait.. These people are who you call when a mysterious W-Y facility suddenly stops responding.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to their division.&lt;br /&gt;
*&amp;lt;b&amp;gt;PMC Dispatch Division:&amp;lt;/b&amp;gt; This division is focused around efficiently dispatching PMC teams out to requests. Have someone that really annoys you? Try asking these people. These people are who you call when you need to be safely escorted somewhere or need some data secured.&lt;br /&gt;
**You need to have a minimum of three years minimum in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Data and Research Division:&amp;lt;/b&amp;gt; This division is focused around W-Y data and research. Specifically escaped specimen or unnatural chemicals! Very sciency. These people are who you call when you find out something that could be profitable for W-Y through experiments or chemicals.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Economics Division:&amp;lt;/b&amp;gt; This division is focused around trading between factions. Economics, goods, and all that. Have someone offer to give you illegal black market goods for unmarked bills? You probably call up these guys.&lt;br /&gt;
**You need to have a minimum of two years in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Psi Division:&amp;lt;/b&amp;gt; This division is..? What is this division? No one really seems to know. They are just there. No one knows about their ranks or how to join. Or what they do. Don&#039;t talk about them. It is safer.&lt;br /&gt;
&lt;br /&gt;
== PMCs ==&lt;br /&gt;
Weston-Yamada PMCs are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. The tasks of the PMCs are never limited to one specific job and they are often deployed on &#039;shadow missions&#039;. Their deployment is often kept secret from the USCM to avoid conflict with the anti-corporate officers in the USCM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recruitment process largely consists of those who have personal contacts with higher Weston-Yamada employees, or those who have caught the eye of the superiors and been hand-picked. The superiors value abilities in the field and willingness to obey company directives, for a large sum of money, despite of their moral beliefs.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Tychon&#039;s Rift sector, a group of employees became skilled mercenaries. They are part of Weston-Yamada&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful Weston-Yamada cruiser that patrols the outer edges of Tychon&#039;s Rift. Under the directive of Weston-Yamada&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors say that a Weston-Yamada Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life. &lt;br /&gt;
&lt;br /&gt;
==== Ranks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]]&amp;lt;br&amp;gt;Security Expert&lt;br /&gt;
| The Elite is the standard body of the PMCs. Handpicked or picked due to overdue favors, they are responsible for carrying out designated Weston-Yamada operations without question. Their equipment is superior to that of any national military and are organized in teams, done in order to effectively carry out the Company&#039;s wishes on a large scale.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Support Specialist&lt;br /&gt;
| The Support Specialist are either trained or recruited due to their superior abilities, providing friendly suppressive fire. They are the ultimate support force of the PMC teams, dispatched across company holdings in the galaxy. They are equipped with a smartgun and ensure the small, but elite team can carry out their mission regardless of what fire-power they may be suppressed by.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Medical Specialist&lt;br /&gt;
| The Medic is the standard frontline medically trained personal, they are responsible for the well-being of all PMC team members during an assigned mission. Their task is to ensure the team is in perfect health to carry out their job effectively and with the least casualties to prevent a unneeded loss of money.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]]&amp;lt;br&amp;gt;Elite Responder&lt;br /&gt;
| The Elite Responder is the hard-hitting force of the PMC Force. They are the ultimate weapon when faced with a superior force, to ensure the team can move in and perform their duty without fail. They are often equipped with powerful Anti-Tank Sniper Rifles, which can easily kill any soldier, civilian, or politician in a single shot and will show no remorse or hesitation in doing so.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]]&amp;lt;br&amp;gt;Team Leader&lt;br /&gt;
| The Team Leader is in charge of the effectiveness and ensuring a mission success for the PMC Forces. They are the ultimate leaders and experts in how to move in quickly, do their job, and pull back without any issues. They hold the lives of their fellow PMCs in their hands, but will show no remorse in abandoning one for the success of mission, sake of the company or a heavy sum of money.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] UPP&lt;br /&gt;
| Despite the tensions between the governments of the UPP, TWE and USCM, W-Y occasionally deals with the UPP, supplying terraforming equipment, surveyors and mining equipment. There are a few instances of UPP selling W-Y colonies that the UPP find to be too costly to maintain, or unworthy the expense after they deplete natural resources. The rumour mill suggests that W-Y may be supplying the UPP with illegal combat synths, but no evidence has ever been found to support these rumours and are denied by W-Y Executives as merely a smear tactic.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] CLF&lt;br /&gt;
| Entirely hostile towards the W-Y Company, the CLF have taken to especially targeting W-Y owned/operated colonies in their crusade to liberate the downtrodden of the USCM. W-Y have employed several PMC divisions to patrol space near their colonies and assets in the Neroid Sector, in an effort to minimize asset loss and potentially strike at the leadership of the CLF, hopefully in the process curbing further insurrection.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| The USCM is the second largest customer of the Company, one that has a &amp;quot;special&amp;quot; relationship with the Company. The USCM is largely funded and outfitted by W-Y designs and weaponry. In return, the USCM assigns various smaller units and divisions to deal with Company requests, as a begrudging part of the many contracts and deals that the Company has wrangled the Government into signing over the years. This relationship is strained by occasional disappearances of Military personnel and assets.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] 3WE&lt;br /&gt;
| The 3WE and W-Y enjoy the closest relation that the Company has. It being the birthplace of the Company and the fact that all Board Members and the CEO swear fealty to the Emperor. Although, this relationship is strained at times, when the Company causes issues with the USCM. Fortunately, the TWE is also in the line of ire of the USCM, but the Board have been summoned in front of the Emperor more than once to explain themselves and ordered to restore relations with USCM.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=20548</id>
		<title>W-Y</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=20548"/>
		<updated>2021-07-15T22:59:40Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weston-Yamada =&lt;br /&gt;
[[File:weston-yamada.png|thumb|right|300px|&amp;lt;center&amp;gt;&amp;quot;Designing your Future.&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Weston Yamada also knows as &amp;quot;the Company&amp;quot;, has a wide range of business. This includes dealing with high-tech armaments, synthetic humanoids, spaceships, computer parts, terraforming equipment, and household appliances. They also offers shipping and receiving services, among other ventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following an aggressive expansion into terraforming new colonial world, Weston-Yamada secured  rights and privileges from the United States government. One of those privileges is the close relationship with the USCM. the Colonial Marines use corporate-supplied equipment in exchange for protecting and monitoring border colonies. This, however, does not mean that the interests of the company are aligned with the USCM. It is more accurate to say that Weston-Yamada considers the USCM a valuable, but still disposable, asset. This has led to an increasing amount of hostility between the two factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weston-Yamada has enough wealth and influence to hire private military contractors. These are highly trained mercenaries, generally ex-military veterans. They do black site protection detail, undertaking dangerous assignments, and otherwise supply Weston-Yamada with firepower in the absence of the USCM. They are compensated well for their services, and demand is always there. Rumors speak of even more well-equipped and well-selected military units within Weston-Yamada&#039;s employment, but that is not officially verified. The Company has refused to comment on it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The formation of the mega-corporation Weston-Yamada came about, as a result of a prosperous merge of the Weston Industries Company and the Yamada Bio-foundries Corporation. This happened in the early days of the formation of the Royal Empire of the Shining Sun. The two companies, each specializing in varying sections, fields and industries, suddenly had an unprecedented amount of knowledge, workforce and the financial/political backing from several of Earths governments, attempting to stimulate their economic strength. With this start, the company flourished, rapidly expanding it&#039;s market shares in medicine, armaments, weaponry, rocketry and more. Growing more and more powerful in terms of technological progress and economic prosperity. W-Y was soon to become the most prominent and widespread corporation on the planet. They started to acquire contracts and deals with military and governments from all nations, though reserving their best and most valuable contracted services to the RESS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the colonization of the Sol System and end of the Sol Campaign, also Operation Canton. Weston-Yamada quickly became a major power player, equal to that of the other major nations in existence. Their influence runs very deep within even the USCM, where they exert their influence and power with specific officers. These officers identity as pro-company interests or &#039;Songbirds&#039; as they are often called. It is rumored that various congressmen in the UA and parliament members in RESS, are under the influence through bribes, by WY who seek to utilize their militaries and economic strengths to expand their own interests. An uneasy relationship however exists between the Third Fleet and W-Y, notably those stationed in Tychon&#039;s Rift Sector under the Second Battlegroup. This tension is due to the number of USCM vessels vanishing, while attempting to support Company colonies, at the request of bribed higher authorities in the military. There have also been a number of incidents involving skirmishes between USCM and W-Y forces, which have been largely suppressed from the media, however the worst was reported to have seen 43 marines and 32 PMCs dead with over a few more hundred on both sides wounded.&lt;br /&gt;
&lt;br /&gt;
== Contracted Colonies ==&lt;br /&gt;
&lt;br /&gt;
LV-624 - The Colony Known as Lazarus Landing is a W-Y Archaeological site. Known for exploring ancient temples, these structures have been sighted on the surface of the colony, origin unknown. The Colony falls under the purview of the Special Research Division and is closed for unauthorized visitors at this time. The lush tropical climate makes for some interesting local fauna and flora, but is unfortunately the victim of an insect nuisance, the bugs making life sometimes hard on this colony.&lt;br /&gt;
&lt;br /&gt;
== Weston-Yamada Corporate Office Ranking System ==&lt;br /&gt;
&lt;br /&gt;
This section should help new employees understand where they are within Weston-Yamada.&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;20px&#039;|Location Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|Lower [1st-30th Floor]&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|Upper [31st Floor or Above]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;90px&#039;|Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|[1X-X] - &amp;lt;br&amp;gt;Special Services Division (Spc Serv.)&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|[2X-X] - Corporate Relations Division (C.R.)&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;180px&#039;|[3X-X] - Communications Division &amp;lt;br&amp;gt;(Comms.)&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;180px&#039;|[4X-X] - &amp;lt;br&amp;gt;PMC Dispatch Division &amp;lt;br&amp;gt;(PMC Disp.)&lt;br /&gt;
! style=&#039;background-color:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[5X-X] - &amp;lt;br&amp;gt;Research and Data Division (R&amp;amp;D)&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[6X-X] - Economics Division&amp;lt;br&amp;gt; (Eco.)&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;[7X-X] - &amp;lt;br&amp;gt;Psi Division&amp;lt;br&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XA-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Trainee&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; |&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; |&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Trainee&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XB-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Junior Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Junior Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XC-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XD-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Senior Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Senior Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Senior Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Senior Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XE-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive Specialist&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive Specialist&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive Specialist&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive Specialist&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XF-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Executive Supervisor&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Executive Supervisor&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Executive Supervisor&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Executive Supervisor&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XG-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Assistant Manager&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Assistant Manager&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Assistant Manager&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Assistant Manager&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XH-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Division Manager&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Division Manager&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Division Manager&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Division Manager&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Division Manager&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Division Manager&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XI-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Chief Executive&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Chief Executive&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Chief Executive&lt;br /&gt;
! style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Chief Executive&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|-\&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | [XJ-X]&lt;br /&gt;
|style=&#039;background:#B4FFA5;&#039; | Spc Serv. Director&lt;br /&gt;
|style=&#039;background:#ffee99;&#039; | C.R. Director&lt;br /&gt;
|style=&#039;background:#ffcc99;&#039; | Comms. Director&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | PMC Disp. Director&lt;br /&gt;
!style=&#039;background:#000000;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt; R&amp;amp;D Director&lt;br /&gt;
!style=&#039;background-color:#908EF7;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Eco. Director&lt;br /&gt;
! style=&#039;background-color:#B11F7A;&#039; width=&#039;180px&#039;|&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;70%&#039; style=&#039;text-align: center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;20px&#039;|Seniority Codes&lt;br /&gt;
! style=&#039;background-color:#6FD15C;&#039; Width=&#039;180px&#039;|[XX-L] Lower&lt;br /&gt;
! style=&#039;background-color:#EAD672;&#039; width=&#039;180px&#039;|[XX-M] Middle&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;180px&#039;|[XX-S] Senior&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Upper 3B-M&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Upper&#039;&#039;&#039; stands for their &#039;&#039;&#039;Location Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3&#039;&#039;&#039; stands for their &#039;&#039;&#039;Division Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;B&#039;&#039;&#039; stands for their &#039;&#039;&#039;Job Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M&#039;&#039;&#039; stands for the &#039;&#039;&#039;Seniority Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This person would be someone who works in the upper floors of the Corporate Offices. &lt;br /&gt;
&lt;br /&gt;
Their job title would be: &#039;&#039;&#039;Middle - Communications Junior Executive&#039;&#039;&#039; or &#039;&#039;&#039;Middle - Comms. Junior Executive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note: Job Codes H and above are allowed to have personal assistants. They fall under the same Job Code, but their title will say assistant.&lt;br /&gt;
=== Weston-Yamada Divisions in Detail ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Special Services Division:&amp;lt;/b&amp;gt; This division is focused around sales, transportation, food, employment, disabilities, and the like. This is the division you want to fax when you don&#039;t see what you need in the description of other divisions. The everything else division if you will.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Corporate Relations:&amp;lt;/b&amp;gt; This division is focused around relations between factions. For example, keeping the UPP happy with &#039;gifts&#039; or tipping off the friendly CLF that there is a ship that needs to be liberated! These people are who you call for making sure the USCM don&#039;t find out about those secret basement experiments.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Communications Division:&amp;lt;/b&amp;gt; This division is focused around keeping communications up between all facilities and employees of W-Y. Have no service? You&#039;ll want to fax these guys- wait.. These people are who you call when a mysterious W-Y facility suddenly stops responding.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to their division.&lt;br /&gt;
*&amp;lt;b&amp;gt;PMC Dispatch Division:&amp;lt;/b&amp;gt; This division is focused around efficiently dispatching PMC teams out to requests. Have someone that really annoys you? Try asking these people. These people are who you call when you need to be safely escorted somewhere or need some data secured.&lt;br /&gt;
**You need to have a minimum of three years minimum in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Data and Research Division:&amp;lt;/b&amp;gt; This division is focused around W-Y data and research. Specifically escaped specimen or unnatural chemicals! Very sciency. These people are who you call when you find out something that could be profitable for W-Y through experiments or chemicals.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Economics Division:&amp;lt;/b&amp;gt; This division is focused around trading between factions. Economics, goods, and all that. Have someone offer to give you illegal black market goods for unmarked bills? You probably call up these guys.&lt;br /&gt;
**You need to have a minimum of two years in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Psi Division:&amp;lt;/b&amp;gt; This division is..? What is this division? No one really seems to know. They are just there. No one knows about their ranks or how to join. Or what they do. Don&#039;t talk about them. It is safer.&lt;br /&gt;
&lt;br /&gt;
== PMCs ==&lt;br /&gt;
Weston-Yamada PMCs are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. The tasks of the PMCs are never limited to one specific job and they are often deployed on &#039;shadow missions&#039;. Their deployment is often kept secret from the USCM to avoid conflict with the anti-corporate officers in the USCM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recruitment process largely consists of those who have personal contacts with higher Weston-Yamada employees, or those who have caught the eye of the superiors and been hand-picked. The superiors value abilities in the field and willingness to obey company directives, for a large sum of money, despite of their moral beliefs.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Tychon&#039;s Rift sector, a group of employees became skilled mercenaries. They are part of Weston-Yamada&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful Weston-Yamada cruiser that patrols the outer edges of Tychon&#039;s Rift. Under the directive of Weston-Yamada&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors say that a Weston-Yamada Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life. &lt;br /&gt;
&lt;br /&gt;
==== Ranks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]]&amp;lt;br&amp;gt;Security Expert&lt;br /&gt;
| The Elite is the standard body of the PMCs. Handpicked or picked due to overdue favors, they are responsible for carrying out designated Weston-Yamada operations without question. Their equipment is superior to that of any national military and are organized in teams, done in order to effectively carry out the Company&#039;s wishes on a large scale.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Support Specialist&lt;br /&gt;
| The Support Specialist are either trained or recruited due to their superior abilities, providing friendly suppressive fire. They are the ultimate support force of the PMC teams, dispatched across company holdings in the galaxy. They are equipped with a smartgun and ensure the small, but elite team can carry out their mission regardless of what fire-power they may be suppressed by.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Medical Specialist&lt;br /&gt;
| The Medic is the standard frontline medically trained personal, they are responsible for the well-being of all PMC team members during an assigned mission. Their task is to ensure the team is in perfect health to carry out their job effectively and with the least casualties to prevent a unneeded loss of money.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]]&amp;lt;br&amp;gt;Elite Responder&lt;br /&gt;
| The Elite Responder is the hard-hitting force of the PMC Force. They are the ultimate weapon when faced with a superior force, to ensure the team can move in and perform their duty without fail. They are often equipped with powerful Anti-Tank Sniper Rifles, which can easily kill any soldier, civilian, or politician in a single shot and will show no remorse or hesitation in doing so.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]]&amp;lt;br&amp;gt;Team Leader&lt;br /&gt;
| The Team Leader is in charge of the effectiveness and ensuring a mission success for the PMC Forces. They are the ultimate leaders and experts in how to move in quickly, do their job, and pull back without any issues. They hold the lives of their fellow PMCs in their hands, but will show no remorse in abandoning one for the success of mission, sake of the company or a heavy sum of money.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] UPP&lt;br /&gt;
| Despite the tensions between the governments of the UPP, TWE and USCM, W-Y occasionally deals with the UPP, supplying terraforming equipment, surveyors and mining equipment. There are a few instances of UPP selling W-Y colonies that the UPP find to be too costly to maintain, or unworthy the expense after they deplete natural resources. The rumour mill suggests that W-Y may be supplying the UPP with illegal combat synths, but no evidence has ever been found to support these rumours and are denied by W-Y Executives as merely a smear tactic.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] CLF&lt;br /&gt;
| Entirely hostile towards the W-Y Company, the CLF have taken to especially targeting W-Y owned/operated colonies in their crusade to liberate the downtrodden of the USCM. W-Y have employed several PMC divisions to patrol space near their colonies and assets in the Neroid Sector, in an effort to minimize asset loss and potentially strike at the leadership of the CLF, hopefully in the process curbing further insurrection.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| The USCM is the second largest customer of the Company, one that has a &amp;quot;special&amp;quot; relationship with the Company. The USCM is largely funded and outfitted by W-Y designs and weaponry. In return, the USCM assigns various smaller units and divisions to deal with Company requests, as a begrudging part of the many contracts and deals that the Company has wrangled the Government into signing over the years. This relationship is strained by occasional disappearances of Military personnel and assets.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] TWE&lt;br /&gt;
| The 3WE and W-Y enjoy the closest relation that the Company has. It being the birthplace of the Company and the fact that all Board Members and the CEO swear fealty to the Emperor. Although, this relationship is strained at times, when the Company causes issues with the USCM. Fortunately, the TWE is also in the line of ire of the USCM, but the Board have been summoned in front of the Emperor more than once to explain themselves and ordered to restore relations with USCM.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Three_World_Empire&amp;diff=20547</id>
		<title>Three World Empire</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Three_World_Empire&amp;diff=20547"/>
		<updated>2021-07-15T22:57:47Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:3WE_patch.png|200px]]&lt;br /&gt;
=Three World Empire=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Formed in 2088, the Three World Empire (3WE) was a federation of nations created by the joining of the United Kingdom and Japan, as well as allied nations including India, Indonesia, and Australia. Following the formation of this federation, the Japanese Yamada Corporation purchased and merged with the British Weston Corporation leading to the 3WE’s status as the most significant economic force in Sol. The name, Three World Empire, is drawn from the first three worlds colonized by humanity: Earth, Mars, and Titan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supported by the technological advances of the Weston-Yamada Corporation, the Three World Empire quickly amassed the largest and most advanced naval fleet that humanity had ever seen. These advances in Starflight allowed members of the 3WE to be the first humans to leave the cradle of Sol in search of new homes among the stars. As a result, the 3WE has colonized a plurality of all known resource-rich and naturally habitable worlds. These early colonies would come to be known as the Core Systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to their heavy reliance on the navy, the Three World Empire can ill afford to field a large standing army like the United Americas (UA) or the Union of Progressive Peoples (UPP). The safety of its territories outside of Sol is primarily contracted to Weston-Yamada Private Military Contractors (PMCs) as well as the UA’s United States Colonial Marine Corps (USCMC). While the USCMC is exclusively tasked with patrol and rapid response, Wey-Yu PMCs fill a wide array of roles. While the contractors are primarily hired to patrol and garrison 3WE territory, it is not uncommon to see them filling the role of peacekeepers not dissimilar to beat cops on worlds without a strong Colonial Marshal presence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For its economic influence and role in the Three World Empire’s stability and prosperity, Weston-Yamada was granted a permanent seat in the Empire’s Parliament. So far, Weston-Yamada is the only non-governmental entity to be bestowed this honour. While all governmental parties claim that Weston-Yamada has remained unbiased in its governance, none can deny that since being invited into Parliament, the Corporation’s economic power has increased ten-fold. In contrast, the majority of its competition have floundered under strict economic regulation and bureaucratic red tape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Naval Commands==&lt;br /&gt;
===Home Command (HOCOM)===&lt;br /&gt;
Despite being treated as its own command, Home Command operates only a single Fleet: the Home Fleet. The Home Fleet is the largest, best-funded, and most well-equipped fleet in the entire Three World Empire Navy and the premier naval force in the Sol Sector. Operating from the Royal Naval Command Centre in Japan’s northern reaches, Home Fleet serves as the primary defensive shield of the 3WE’s home territory and stands poised to strike at any who would dare threaten the Empire and its solar colonies. Home Fleet consists primarily of capital ships, including several battleships and carriers, as well as a plethora of smaller escort-class carriers. Due to the poor manoeuvrability of these oversized ships and the limited operation ranges that they possess, the Home Fleet is largely confined to a defensive role in the Sol System. However, this is not seen as a detriment to the fleet, but rather an opportunity to maximize firepower and armour while saving resources that would otherwise be wasted on long-range capabilities. Home Fleet is also utilized to showcase cutting-edge ships to the public and any potential threats that may be watching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Imperial Command (IMCOM)===&lt;br /&gt;
Imperial Command oversees all naval action in Three World Empire territory outside of the Sol System. IMCOM operates over a dozen fleets consisting primarily of patrol craft. These fleets fill the dual role of border patrol and rapid response. While they operate similarly to the USCMS, these patrol craft rarely have more than a squad of commandos per ship. Despite IMCOM’s reliance on light patrol craft, it is not uncommon to see the occasional heavy cruiser, carrier, or battleship semi-permanently moored at checkpoint stations along major shipping routes and border crossings.&lt;br /&gt;
&lt;br /&gt;
===Expeditionary Command (EXCOM)===&lt;br /&gt;
Expeditionary Command is tasked with discovering habitable planets in the Frontier and beyond. Unlike the other two Commands, expeditionary groups rarely consist of more than a few exploration craft and often require escort when in the Core Systems. Such expeditionary task groups usually consist of retrofitted long-range light cruisers meant for deep space exploration. As these deep space exploration craft are not rated for atmospheric operations, they are accompanied by smaller tethered research vessels that are used to determine a planet’s habitability. It is to note that, due to their area of operations in the Frontier and beyond, EXCOM operates in a perpetual state of supply shortage. To compound this issue, a majority of the ships are decades old and in need of constant repair. Parliament has deemed the cost of recalling and retrofitting the ships with modern equipment to be too great and EXCOM has been told to “make do” with what they have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Following the terraforming and colonization of Luna in 2031 and 2039 respectively, the United Kingdom (UK) and Japan had managed to secure technological supremacy on Earth. Despite their technical prowess, both nations were resource poor when compared to other world powers such as the United States of America (USA) and the Union of Soviet Socialist Republics (USSR). Seeing space as a limitless source of resources, the United Kingdom and Japan penned a series of joint treaties to enable the establishment of the first Anglo-Japanese settlements on Luna. These colonies would be governed jointly by both nations and within the decade, the remaining lunar colonies would be brought under the same joint banner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The United Kingdom based Weyland Corporation would then conduct the first manned mission to Mars the next year with a multinational Japanese and British team. Terraforming efforts began in late 2032 and would last eight years before the planet became habitable. In 2040, the first permanent colony on Mars was founded. In an act that rivaled the footage of the Apollo 11 landing, two astronauts simultaneously planted the Union Jack and the Flag of the Sun. This act of jointly claiming a terrestrial body forever entwined the two nations and their colonization efforts. The terraformation and colonization of Titan would be conducted over another ten years starting in 2055. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great Britain and Japan would enjoy over fifty years of open migration and tariff-free commerce before finally merging in 2088 into what would be known as the Three World Empire; its name drawn from the three worlds of Earth, Mars, and Titan. The parliaments of both nations would merge with a minority of seats granted to the colonies on Mars and Titan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parliament itself was agreed to be based in Westminster, London, and in exchange the Royal Families of both former nations would reside within the Imperial Palace in Tokyo. Further, it was negotiated between King James III. of Windsor and the Emperor of Japan that a royal marriage would take place to seal the two royal houses into a union in perpetuity. This led to the British King marrying the Princess of Japan, and since the Emperor of Japan had had no heir of his own, Parliament quickly agreed that James III. would be the next, legitimate heir to the throne of Japan, and that his oldest offspring would continue both royal lines henceforth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seeing the rise of this new, powerful entity shocked many in the world, as both Japan and the UK were now one, and the two sidelined secondary powers had effectively surpassed all in terms of Colonial Power. Further, a few years after formation, in 2092 the Republic of India formally petitioned the Imperial Parliament for membership within the Empire, a request that was passed in Parliament and quickly approved by both Monarchs. Seeing a third nation join this aspiring power, many smaller nations, who were either amicable to Japan or Britain, or were in precarious positions with respect to the United States or USSR and China, also petitioned for membership positions. By 2100, the TWE would count nations such as India, South Africa, Australia, New Zealand, Indonesia, Taiwan, South Korea, the Netherlands, Belgium, Portugal, Papua New Guinea, Kenya, Fiji and many more to be part of its realm. Most of these were given proper, parliamentary representation within Parliament, although some national governments had made it clear that they wished for lessened integration, and thus did not receive the same level of representation in exchange for decreased interference. South Korea and the Netherlands were two of the nations that had requested this privilege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, by the turn of the century, rapid advances in technology and terraforming and colonization technologies resulted in the ability to surpass outer Sol, and pierce into new sectors of space entirely. The TWE, with its scientific lead over the other powers on earth now only further reinforced with its growing size and might, had a large lead on this technology, and would go on to be the first to colonize beyond Sol. In doing so, they seized some of the most resource-rich and also most habitable worlds that were within, what would later become, the Core Sector of space. Later, following their formation, the UA and UPP would find themselves squabbling and scrambling for comparatively desolate planets and rocks, which required far more terraforming investment than the initial TWE colonies did. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the same time, in 2099, Weston Corp and Yamada Corporation, the two prevalent British and Japanese Corporations respectively, agreed to a merger, which united the two’s industrial and political might into one. This procedure was even used by the TWE’s government as propaganda, seeing as how their most powerful megacorporations was now an anglo-Japanese merger, same as the Empire itself had been, and stories were spun about the fortunes that cooperation between the different peoples really did bring to all. Newly established W-Y would go on to increase its cooperation with the Empire’s Parliament and Monarchy, and would eventually, by the year of 2140, even receive a permanent seat in the parliament of its own - the only corporate entity to receive as much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not all was rosy for the Empire, however. With so many new member states, the fortuitous unity and prosperity between the British and Japanese were overshadowed by an incredible multiculturalism that began to plague the Empire and its society. With a Parliament in London now housing anyone ranging from Belgian, Portuguese, Indian and Indonesian, the issue became clear that something had to be done. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the United Americas formed as the second Conglomerate on Earth in 2104, it became clear that the TWE’s colonial hegemony was at stake, and that efforts in space colonization and protection had to be doubled. As such, a massive recruitment and propaganda campaign was sanctioned, and a huge fleet of ships for the Space Force was commissioned and brought into service. Henceforth, it would become any elected government’s first and foremost priority to give the disunited and diverse peoples of the Empire’s realm a common goal and cause to rally behind. The theory said that, if such was the case, differences among one another would be forgotten, and stability would be ensured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, it came that the Empire moved towards a more outwardly militaristic and expansionist view, something that worried the UA and angered the UPP, which had formed in 2108, four years after the UA. Propaganda campaigns asked citizens to embark on to space, and seize land and prosperity for one’s self and the Empire. At the same time, the Navy became the centerpiece of military operations, growing eventually to an enormous size and force, with recruitment campaigns emphasizing the heroic deed of protecting and expanding the “largest empire in human history”, while also serving valiantly under the TWE’s Emperor, James III. of Britain, who had properly ascended to sole power following the death of the childless Emperor of Japan. The Monarchy, more so than any elected officials in Parliament, quickly rose to become a central authority for the people all around the Empire, as it was something anyone could rally behind, and something that was easy to understand, unlike the motives of an elected Prime Minister who always served dubious standards and objectives. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rather than fight this, the Parliament endorsed this sentiment, and although the Monarchy remained entirely constitutional and largely a figurehead entity, the Emperor was now brought back into the public much more, christening new capital vessels for the Navy, holding speeches and attending many other high-profile public events. This would only increase the effectiveness of the ‘Common Goal’ policies of Parliament, and a new recruitment drive occurred, both for the Navy and for the Colonies. In time, the Empire saw itself with a sort of competition, where member states within it would compete to colonize worlds before the other. This was, and still is, the case particularly in the Outer Rim and Frontier, where entire worlds will be dominated by a single cultural minority. Thus, it is not unlikely to find a TWE world in this space that is almost entirely colonized by, for example, Indonesians, Indians, or Australians. Due to the long-distance and fledgling nature of these new colonies, a Provisional Governor is usually appointed by the central government back on Earth to rule over any specific colony - with care being taken to appoint one of the same culture and heritage as the majority population on the new world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many years would pass, but by the year of 2135, the Empire realized it had to curb its massive expansionism for its own good. The reality was that, when compared to the UA and UPP, the TWE could not field nearly as many men and women within its military, and thus could not meaningfully patrol the outer rims and frontier colonies to protect them from danger. Thus, several deals were made, both with Weston-Yamada and the United States Colonial Marine Corps. The former, by now a tight, integrated partner of the Empire, was happy to provide Corporate PMCs to help garrison frontier stations and colonies, while the USCM signed treaties that allowed it to patrol Outer Rim and Frontier Space in exchange for generous payment, though they would also be tasked with rapid response duty should a colony go dark for whatever reason. These treaties, with both parties, were amended and renewed several times, and still exist to this day, in 2182.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The TWE remains the biggest and more reliable partner of Weston-Yamada to this day, and with the help of their integrated, permanent seat in parliament, they have legitimate legislative powers within the Empire, and a voice to make themselves heard. As such, W-Y entertains their most precious, secretive and/or dangerous research within Anglo-Japanese borders, on planets or asteroids leased to them by Parliament on very much loose terms, usually - terms that, for the most part, are favourable to ones offered by the USCM and UA. This close relationship with W-Y has notably strained the Empire’s relationship with the aforementioned Marine Corps, who eye the Anglo-Japanese border with distrust, fearing that the Empire might try to sway W-Y, their main arms and material deliverer, from cooperating with them to disrupt their integrity.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] UPP&lt;br /&gt;
| The corporate-dominated constitutional monarchy of the 3WE has incompatible political differences with the UPP’s anti-capitalist governance. The Three World Empire has engaged in a cold war with the Union of Progressive Peoples since the UPP’s founding in 2108. These tensions have only escalated within the last three years after the Weston-Yamada Corporation publicly accused the UPP of destroying the Hadley’s Hope colony on Acheron. This, plus increased territorial disputes spurred on by a recent colonization push from the UPP, has many worried that both factions’ sabre-rattling will escalate into a full-blown war. In part, it is this existent threat that has led the 3WE and the United Americas to remain tenuous allies despite ever-increasing border friction and ideological differences.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] CLF&lt;br /&gt;
| The CLF, whilst mostly occupied with the fight against the USCM, occasionally make their way into TWE territory. They attempt to recruit citizens or pirate supplies and weaponry from colonies, almost all of these incursions occur at colonies with a large Weston-Yamada presence and the TWE responds to these incursions with swift and deadly military action. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:WY_Patch.png|64px]] Weston-Yamada&lt;br /&gt;
| The Weston-Yamada Corporation is an integral part of the Three World Empire. The Company’s financial and technical prowess have directly aided the 3WE in becoming the world power that it is today. In addition to the megacorporation’s permanent Parliament seat, currently unproven fringe rumours exist that numerous members of Parliament are either on the Company’s payroll or have been replaced with android duplicates.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| While the founding nations of the Three World Empire and the United Americas have seen each other as allies for the last few centuries, the relationship between the two conglomerates has gradually deteriorated in recent years. This is primarily in response to the 3WE’s historic expansionist efforts resulting in rapidly muddying borders as well as increasing hostilities between the United Americas and Weston-Yamada. Despite this, the UA’s USCMC has been contracted to patrol and defend large swathes of 3WE space. Although officially, communications breakdowns had prevented the USCM ships from receiving the distress signal, on more than one occasion, USCM help has arrived late or not at all to a 3WE colony in need.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:3WE_Patch.png&amp;diff=20546</id>
		<title>File:3WE Patch.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:3WE_Patch.png&amp;diff=20546"/>
		<updated>2021-07-15T22:55:59Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: 3WE patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3WE patch&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=TrijentDam&amp;diff=18664</id>
		<title>TrijentDam</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=TrijentDam&amp;diff=18664"/>
		<updated>2021-03-13T16:35:13Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Changed Trijent Dam to official name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Trijent Corporation Hydroelectric Dam Facility 06 =&lt;br /&gt;
Colony Name: Oxley’s Butte (オクスリーのビュート)&amp;lt;br /&amp;gt;&lt;br /&gt;
Planet name: Raijin (Formerly LV-670)&amp;lt;br /&amp;gt;&lt;br /&gt;
Parent star: MSS(G)-422 - Main Sequence Star (G-Class)&amp;lt;br /&amp;gt;&lt;br /&gt;
Diameter: 7,452km&amp;lt;br /&amp;gt;&lt;br /&gt;
Orbital period: 412 (Earth) days&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotation period: 38 (Earth) hours&amp;lt;br /&amp;gt;&lt;br /&gt;
Axial tilt: 15.7 degrees&amp;lt;br /&amp;gt;&lt;br /&gt;
Diameter: 7,452km&amp;lt;br /&amp;gt;&lt;br /&gt;
Planetary Temperature:&amp;lt;br /&amp;gt;&lt;br /&gt;
     min:                216.45K&amp;lt;br /&amp;gt;&lt;br /&gt;
     mean:               303.25K&amp;lt;br /&amp;gt;&lt;br /&gt;
     max:                352.35K&amp;lt;br /&amp;gt;&lt;br /&gt;
Atmospheric pressure: 1.52atm (154kpa)&amp;lt;br /&amp;gt;&lt;br /&gt;
Atmospheric composition: &amp;lt;br /&amp;gt;&lt;br /&gt;
     Nitrogen:            731,227ppm (77.8%)&amp;lt;br /&amp;gt;&lt;br /&gt;
     Oxygen:              201,771ppm (21.4%)&amp;lt;br /&amp;gt;&lt;br /&gt;
     Argon:               5,112ppm (0.5%)&amp;lt;br /&amp;gt;&lt;br /&gt;
     Carbon dioxide:      1,342ppm (0.14%)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Trijentfinished1.jpg |Orbital survey of potential colony site on LV-670.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
== Identified activity ==&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=TrijentDam&amp;diff=18634</id>
		<title>TrijentDam</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=TrijentDam&amp;diff=18634"/>
		<updated>2021-03-12T20:51:54Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Initial Planetary Info Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Trijent Dam =&lt;br /&gt;
Colony Name: Oxley’s Butte (オクスリーのビュート)&amp;lt;br /&amp;gt;&lt;br /&gt;
Planet name: Raijin (Formerly LV-670)&amp;lt;br /&amp;gt;&lt;br /&gt;
Parent star: MSS(G)-422 - Main Sequence Star (G-Class)&amp;lt;br /&amp;gt;&lt;br /&gt;
Diameter: 7,452km&amp;lt;br /&amp;gt;&lt;br /&gt;
Orbital period: 412 (Earth) days&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotation period: 38 (Earth) hours&amp;lt;br /&amp;gt;&lt;br /&gt;
Axial tilt: 15.7 degrees&amp;lt;br /&amp;gt;&lt;br /&gt;
Diameter: 7,452km&amp;lt;br /&amp;gt;&lt;br /&gt;
Planetary Temperature:&amp;lt;br /&amp;gt;&lt;br /&gt;
     min:                216.45K&amp;lt;br /&amp;gt;&lt;br /&gt;
     mean:               303.25K&amp;lt;br /&amp;gt;&lt;br /&gt;
     max:                352.35K&amp;lt;br /&amp;gt;&lt;br /&gt;
Atmospheric pressure: 1.52atm (154kpa)&amp;lt;br /&amp;gt;&lt;br /&gt;
Atmospheric composition: &amp;lt;br /&amp;gt;&lt;br /&gt;
     Nitrogen:            731,227ppm (77.8%)&amp;lt;br /&amp;gt;&lt;br /&gt;
     Oxygen:              201,771ppm (21.4%)&amp;lt;br /&amp;gt;&lt;br /&gt;
     Argon:               5,112ppm (0.5%)&amp;lt;br /&amp;gt;&lt;br /&gt;
     Carbon dioxide:      1,342ppm (0.14%)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Trijentfinished1.jpg |Orbital survey of potential colony site on LV-670.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
== Identified activity ==&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Trijentfinished1.jpg&amp;diff=18633</id>
		<title>File:Trijentfinished1.jpg</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Trijentfinished1.jpg&amp;diff=18633"/>
		<updated>2021-03-12T20:41:52Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial orbital survey of potential colony site on LV-670.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1886</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1886"/>
		<updated>2017-02-16T09:26:29Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Standard.png&lt;br /&gt;
|jobtitle = Standard Marine&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Follow orders. Don&#039;t get yourself killed. Don&#039;t shoot your squadmates.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&amp;lt;br&amp;gt;&lt;br /&gt;
I don&#039;t know who you pissed off to get transferred to this unit, Grunt, but remember, you&#039;re in the United States Colonial Marine Corps. Follow your sergeant&#039;s orders and don&#039;t ask too many questions. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. Do your job, follow orders, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==== Cog In The Machine ====&lt;br /&gt;
&lt;br /&gt;
If you haven&#039;t read the [[Marine Quickstart Guide]], read that first.&lt;br /&gt;
&lt;br /&gt;
As a Standard Marine you will be assigned to one of four squads. Each squad has a color so you new guys won&#039;t get lost: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. Got that? Good. You&#039;ve just been kicked out of the deep freeze after a solid three weeks of sleep so don&#039;t go bitching about how you&#039;re tired. Your body will be stiff and you&#039;ll be hungry so head to the mess for a hearty meal courtesy of the USCM. Just don&#039;t ask what animal it came from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===== This is my rifle =====&lt;br /&gt;
&lt;br /&gt;
Did you git some food in your tummy? Good. Now move your ass and put on your damn pants, Grunt! Double time it to your team&#039;s locker room at the far end of the mess and open any locker and put on your uniform. Are you wearing your pants now? Check again because I swear if you aren&#039;t I&#039;ll shove my boot so far up your ass you&#039;ll have to shine it by gargling shoe polish, Grunt! Got your pants on for real now? Good. Use that thing clipped to your head to sound off to your squad and let them know you didn&#039;t do everyone a favor and just die in your pod. Now what the Hell are you standing around for? Get your ass to the gear vendors!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, as a the marine equivalent of whale shit at the bottom of the ocean, you have access to five firearms of your choosing, one primary, two secondaries, and two sidearms. In an ideal world, you&#039;ll be smart enough not to grab the whole arsenal so those jackasses you call squad mates don&#039;t have to deploy with rocks and the stapler from Requisitions. That means try to limit yourself to your M41 and your sidearm. Stop slapping the armor piercing ammo button and pay attention. There&#039;s two ways this can play out. Either you keep your mags in that backpack you woke up with and grab a holster for your sidearm or you ditch the ruck, carry your ammo in a bandolier, and pack a little more firepower on your back. Now, you&#039;re probably asking, &amp;quot;But, Sir! Why do you want me to carry the M41? Can&#039;t I carry the M37 or M39?&amp;quot; To that I say, &amp;quot;Don&#039;t call me &#039;Sir;&#039; I work for a living.&amp;quot; You should be carrying the M41A Mk.2 Pulse Rifle because it&#039;s a Hell of a lot easier to use than the M37 shotgun and packs more punch than the M39 submachine gun. The shotgun is better used as a secondary on your back and the SMG is best left for the people who need a free hand. Stop eyeballing the specialist&#039;s weapon, Grunt! You think you&#039;re Carlos Hathcock? You want a big shooty shoot too? Well you shouldn&#039;t have joined the Marines! You want logistics: join the Army.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:M41a.png|32px]] &#039;&#039;&#039;M41A Mk.2 Pulse Rifle:&#039;&#039;&#039; This baby&#039;s the workhorse and backbone of the USCM. It holds forty 10X24mm caseless rounds, takes a slew of attachment, has a live ammo counter, and sports an over-and-under 30 millimeter pump action grenade launcher. Take care of it and it&#039;ll take care of you. &lt;br /&gt;
&lt;br /&gt;
* [[File:Shotgun.png|32px]] &#039;&#039;&#039;M37A2 Shotgun:&#039;&#039;&#039; These shotguns have been in service since Vietnam back in the 20th century and knowing our QM, the Sulaco&#039;s supply of M37s probably saw action there too. They&#039;re powerful weapons that can put a dinner plate sized hole in just about anyone you encounter, but that 18 inch barrel means that you won&#039;t be hitting anything outside of pissing distance. If you plan on bringing one of these, be sure to pack your M41.&lt;br /&gt;
&lt;br /&gt;
* [[File:M4a3.png|32px]] &#039;&#039;&#039;M4A3 Service Pistol:&#039;&#039;&#039; The saying that the only reason you should be firing your sidearm is if you&#039;re out of ammo or on your way to your primary holds true with the M4 series of pistols. It&#039;ll put a hole in unarmored targets, sure, but it&#039;ll just piss off anyone wearing more than a light sweater. It holds twelve 9mm rounds and you&#039;ll need every one of them.&lt;br /&gt;
&lt;br /&gt;
* [[File:44magnum.png|32px]] &#039;&#039;&#039;M44 Combat Revolver:&#039;&#039;&#039; So, what, you think you&#039;re Dirty-fucking-Harry? The M44&#039;s a beast and not just in firepower. Unwieldly, ugly, and mean; she&#039;s not the prettiest girl at the dance, but she&#039;ll turn a few heads. Then she&#039;ll keep turning &#039;em until they come off. It holds six rounds and God help anyone you manage to tag with one.&lt;br /&gt;
&lt;br /&gt;
*  [[File:M39.png|32px]] &#039;&#039;&#039;M39 Submachine Gun:&#039;&#039;&#039; The M41 series&#039;s little cousin, the M39 fires 10X20mm caseless and holds 48 rounds per mag. As a Grunt, you shouldn&#039;t be looking at this except as a replacement for your sidearm. Other than that, leave it for the shrap-heads who know what they&#039;re doing.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===== Your Squad =====&lt;br /&gt;
&lt;br /&gt;
See those chrome-domes, snowcones, and badass wannabes over there? Those ass-hats are your fellow squaddies. Stay near them and you might not go home in a box. Stay on comms and let your squad know if you see anything out of the ordinary. If you find yourself standing around with some other jackasses who aren&#039;t wearing the same color as you, you fucked up. Go find your squad. That hardass with the funny stripes on his helmet? That&#039;s your [[Squad Leader]]. The squad leader&#039;s orders are the will of God and should be treated as such. The moron with the big gun? That&#039;s your specialist. Leave the specialist alone. Don&#039;t fuck with the corpsmen and the com-techs and they won&#039;t fuck with you. Okay, Grunt, time for a recap. Do what you&#039;re told and don&#039;t shoot your squad.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===== Attachments =====&lt;br /&gt;
&lt;br /&gt;
Now you may have heard of that mythical land where special equipment and [[Marine_Equipment#Weapon_Attachments|weapon mods]] flow like it&#039;s motherfucking Christmas. That place is called Requisitions and it ain&#039;t no Mount Olympus and that sweaty guy over there ain&#039;t Zeus. He&#039;s the RO. Rule motherfucking one: Don&#039;t fuck with the Requisitions Officer. If he says you don&#039;t get attachments, guess what, Boot? You don&#039;t get attachments. You see the RO has been supplying whiskey to the MPs under the table and that means the MPs and the RO are best buddies. If he says so, the MPs will throw you in the fucking brig. So don&#039;t go screaming and trying to bash your way into cargo because you couldn&#039;t get a third red dot for the M39 you shouldn&#039;t have packed. Now, the RO answers to &amp;quot;On-High&amp;quot; and &amp;quot;On-High&amp;quot; has deemed it acceptable for you to request two attachments from Requisitions. To get these attachments you&#039;re treating like holy fucking relics, you must go to the requisitions line, located aft of the mess hall. Now, remember, Grunt, the RO has a low tolerance for bullshit so if you show up in your underwear he&#039;ll refuse to serve you. Then your &amp;quot;buddies&amp;quot; will throw your ass out of the line. Then the MPs will kick your ass out of boredom. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alright, Numbnuts, you&#039;ve managed to wake up, eat breakfast, get dressed, let your squad leader know you exist, and wait in a single file line for a little over three minutes. Aren&#039;t you fucking special? Think again! Your ass is still bottom of the food chain so don&#039;t hold your breath over getting anything good but seeing as you&#039;re holding that M41, I guess there&#039;s still hope for you yet. Everyone&#039;s got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don&#039;t like. &lt;br /&gt;
----&lt;br /&gt;
==== Center Mass For Fuck&#039;s Sake ====&lt;br /&gt;
&lt;br /&gt;
Look at you, Grunt. You&#039;re all geared up, you&#039;re well fed, and your squad probably even gives a shit if you die or not. Time to see if you remember anything from Boot Camp. You&#039;ll remember that the M41 only works if you hit what you&#039;re aiming at and not your buddy over there who&#039;s going home to his family in three weeks. You see someone who needs shooting? Aim dead center of their chest and keep pulling the trigger until they stop moving and then shoot them some more to be sure. You ain&#039;t Hathcock so don&#039;t aim for the head. Do I make myself clear? Spraying around your squad at head level&#039;s a good way to get a free boot up your ass and I ain&#039;t gonna be there to stop your squad from hog-tying you and leaving you outside the perimeter to see if there&#039;s any wildlife in the AO. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==== Standard Marine Tactics ====&lt;br /&gt;
&lt;br /&gt;
*Only take what you need. You&#039;re going to need somewhere between zero and one armor piercing magazine in the field for heavily armored enemies. For everything else, soft point ammunition is superior.&lt;br /&gt;
&lt;br /&gt;
*Stick with your squad at all times, a lone Marine is a dead Marine. &lt;br /&gt;
&lt;br /&gt;
*Follow the chain of command. If someone tells you jump, you&#039;d better ask how high on the way up.&lt;br /&gt;
&lt;br /&gt;
*Use appropriate titles. Your Squad Leader is Sergeant, Staff Sergeant, or Squad Leader. He&#039;s not an officer so don&#039;t call him &amp;quot;Sir&amp;quot; and he&#039;s not in the Army so don&#039;t call him &amp;quot;Sarge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Be useful. Offer to carry extra engineering, medical, or specialist supplies.Those guys are already carrying more weight than you&#039;ll ever be able to.&lt;br /&gt;
&lt;br /&gt;
* Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what&#039;s going on. Do you see movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your sergeant just get his head taken off by incoming artillery? Let command know.&lt;br /&gt;
&lt;br /&gt;
* Stay in the light. There ain&#039;t many things out there scarier than marines and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you&#039;re stopped for more than a moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow this Guide and you might just survive until extract.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=1611</id>
		<title>Marine Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=1611"/>
		<updated>2016-10-13T15:05:19Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve just joined for the first time as a Marine? No idea what your doing? This [https://tgstation13.org/wiki/Starter_guide Starter Guide to Space Station 13] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server usually last between two to three hours! Make sure you have the time commitment to sit a full round. &lt;br /&gt;
&lt;br /&gt;
= The Rules =&lt;br /&gt;
[http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 Read the damn rules!] Colonial Marines is a medium role-play server and you are expected to abide by the rules established by the server staff. If a staff member says do something, do it. If they tell you to stop doing something, stop. It will save both you and the staff a lot of trouble and effort. There is no excuse for not reading the rules. If you have been banned, fairly or unfairly, you may appeal on the [http://www.colonial-marines.com/viewforum.php?f=76&amp;amp;sid=216b661b792600214d4fc6835ec78c1b ban appeal] section of the forums. You have been warned. Thank you for reading the rules and enjoy the game.&lt;br /&gt;
&lt;br /&gt;
= Character Setup =&lt;br /&gt;
For the most part this part is simple, you&#039;ll create your character on the setup character page.&lt;br /&gt;
&lt;br /&gt;
Do take note of the &#039;occupation&#039; roles. For now you&#039;ll just want to set &#039;Marine&#039; to your highest role. All other roles require a more robust knowledge of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Your First Game =&lt;br /&gt;
For your first round, try and join a round before it starts. It&#039;s no big deal to join in the middle, but starting a round will ensure you aren&#039;t kicked out of the freezer into a difficult or deadly situation. First, we&#039;ll discuss some basics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
As a Standard Marine you&#039;re on the bottom rung of the chain of command. You take your orders directly from your [[Squad Leader]], who takes his or her orders from the [[Commander]] and the [[Executive Officer|command]] [[Bridge Officer|staff]] respectively. At round start you are assigned to one of four Marine squads. Alpha (Red), Bravo (Yellow), Charlie (Purple) or Delta (Blue). As such you only take orders from your teams Squad Leader, at least outside of extraordinary circumstances. The only hope your team has of winning is either a well coordinated marine platoon or an even more incompetent xeno team. That means following your orders to the letter.&lt;br /&gt;
&lt;br /&gt;
Should your Squad Leader die or otherwise be incapacitated you&#039;ll be taking your orders from either your teams [[Specialist]] (who is technically the second highest ranked soldier in a squad) or whomever the Squad Leader or Commander names to take over.&lt;br /&gt;
&lt;br /&gt;
You are to obey any orders given to you by your Squad Leader at all times. The only exception is if your given orders violate Marine law or the rules. Instances of illegal orders being given are rare, but common enough to warrant a mention. Marine laws have some leeway, but the server rules come first when you&#039;re making a decision. when in doubt, it&#039;s better to be thrown in the brig for insubordination because you wouldn&#039;t murder Private McFuckface over there just because your Squad Leader didn&#039;t like him than to be given a ban for what the mods will probably see as grief.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: There is a BIG difference between an order that violates &#039;&#039;&#039;[[Marine Law|MARINE LAW]]&#039;&#039;&#039; versus one that violates the &#039;&#039;&#039;RULES&#039;&#039;&#039;. Orders that break Marine Law are considered an &#039;&#039;&#039;In Character&#039;&#039;&#039; (IC) issue and are thus something you may resolve in game so long as the situation is role played, orders that break the server rules are a &#039;&#039;&#039;Out Of Character&#039;&#039;&#039; (OOC) affair. Should you be given orders that would violate the rules then you should contact the staff via A-Help.&lt;br /&gt;
&lt;br /&gt;
==The Tabs ==&lt;br /&gt;
Let us introduce to you what you are seeing, starting from the tabs located in the upper right corner:&lt;br /&gt;
* Text: Shows game log all the way up.&lt;br /&gt;
* Info: Opens the info-section with in-game tabs.&lt;br /&gt;
* Wiki: Opens the game wiki in your internet browser.&lt;br /&gt;
* Forum: Opens the game discussion forum in your internet browser.&lt;br /&gt;
* Rules: Opens the rules.&lt;br /&gt;
* Changelog: Opens the changelog.&lt;br /&gt;
&lt;br /&gt;
==The In-Game Tabs==&lt;br /&gt;
* OOC: Gives a list of Out-Of-Character actions, which are anything outside of the current game.&lt;br /&gt;
* Object: Shows you options related to the objects around you suck as &#039;Point To&#039; and &#039;Roll Down Suit.&#039;&lt;br /&gt;
* Preferences: This lets you modify your experience such as hiding &#039;&#039;&#039;Local Out of Character&#039;&#039;&#039; (LOOC) chat from view or toggling your Friendly Fire Attack Log so you can feel better about yourself by not seeing how often you fuck up and shoot your friends. &lt;br /&gt;
* Lobby: Tells you the game mode. (Only available from the lobby screen.)&lt;br /&gt;
* Admin: The first option in this tab, &#039;Adminhelp&#039;, is something that should always be remembered, adminhelp sends a direct message for questions pertaining gameplay. &#039;Adminwho&#039;, gives a list of in-game admins.&lt;br /&gt;
* Status: Lists various points of interest such as orders from the Queen and your current status.&lt;br /&gt;
* IC: Gives a list of In-Character actions that can be done at the moment.&lt;br /&gt;
&lt;br /&gt;
==The HUD ==&lt;br /&gt;
There should be two or three indicators on the right hand side of your screen. The green man shows your health. It fades to orange, then red, as you take more damage. The letters CRIT mean you are currently dying. You can be saved if someone administers medical treatment in time. It will say DEAD if you are dead. (Marines can sometimes be revived or cloned if they&#039;re DEAD, so consider sticking around in the body.) The gas mask and oxygen tank show whether you have this kind of equipment running. There may be a third icon showing how hungry you are. It&#039;ll disappear when your stomach is satisfied.&lt;br /&gt;
&lt;br /&gt;
==The Buttons ==&lt;br /&gt;
The bottom of the screen has two buttons for your hands. There&#039;s a button that changes your movement speed from fast to slow. There&#039;s a button that changes your intent. There are four intents: Help, Disarm, Grab, Harm. These are very important for interacting. If you charge a Xenomorph with your Help intent active, you&#039;re gonna have a bad time. Another indicator shows your body target. This is the part of the body you&#039;ll attempt to interact with when you click on another player, Marine or Alien. There&#039;s a [Resist] button to free yourself if you&#039;ve been restrained, a button for dropping things from your hands, and another button for throwing them. There are four special weapon buttons clustered together in yellow and black . All the other stuff shows your equipment.&lt;br /&gt;
&lt;br /&gt;
== How to Communicate ==&lt;br /&gt;
Communication is very important! Use the box at the bottom of the screen. There are several methods, but just know three for now:&lt;br /&gt;
&lt;br /&gt;
(1) Use your headset to talk to everyone in your squad. Alpha is :q, Bravo is :b, Charlie is :c, Delta is :d. Examples:&lt;br /&gt;
* Say &amp;quot;:q Marine reporting to Alpha squad.&amp;quot;&lt;br /&gt;
* Say &amp;quot;:q There are multiple aliens in Medbay.&amp;quot;&lt;br /&gt;
* Say &amp;quot;:q We are under attack from the south!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(2) Talk to any Marine around you on the map. Examples:&lt;br /&gt;
* Say &amp;quot;Please grab that gun.&amp;quot;&lt;br /&gt;
* Say &amp;quot;Follow me.&amp;quot;&lt;br /&gt;
* Say &amp;quot;What should I do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Talk out of character (OOC) or local out of character (LOOC) to ask questions about the game and how to do things. You can toggle OOC chat in the menus if it&#039;s distracting. Examples:&lt;br /&gt;
* OOC &amp;quot;How do I eat this MRE? How do I do X?&amp;quot;&lt;br /&gt;
* OOC &amp;quot;Why is there so much lag?&amp;quot;&lt;br /&gt;
* LOOC &amp;quot;Did you see the touchdown in the Seahawks game?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
At the start of a shift you&#039;ll wake up in the ships cyro sleep quarters alongside all the other Marines, you&#039;ll be in your marine issued pajamas. The first thing you&#039;ll want to do is hop over to the Canteen to the south and chow down, as cyro sleep will have left you very hungry. Stand next to the vending machines and click them until you find something delicious. Or at least edible. Click the food and drink items that are vended until you&#039;re holding it in your active hand. To eat or drink the item in your active hand, click the icon representing your marine in the middle of the display with the Help intent active. Find a garbage can if necessary and try not to litter.&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve eaten, check your ID Card in the bottom left of the screen to find out which squad you&#039;ve been assigned to. Then head south to your assigned squad&#039;s equipment room so you can suit up.&lt;br /&gt;
&lt;br /&gt;
== Marine Equipment ==&lt;br /&gt;
One key to success is ensuring you&#039;re well equipped. Attacking without a weapon may result in catastrophe. These next steps should prepare you for combat.&lt;br /&gt;
&lt;br /&gt;
# Since you&#039;ve just joined, go down to an equipment locker in your squad&#039;s room and equip your marine uniform, combat boots, combat gloves, M3 armor, helmet, marine belt and a radio headset. Make sure you re-equip your ID card again if you drop it while changing.&lt;br /&gt;
# Go north to any equipment dispenser.&lt;br /&gt;
# [[File:M41a.png|32px]] Get a M41A Pulse Rifle and put it in your armors exosuit-slot.&lt;br /&gt;
# [[File:M4a3.png|32px]] Get a M4A3 Pistol and place it inside your armor.&lt;br /&gt;
# [[File:Knife.png|32px]] Get a M11 Combat Bayonet and slot it inside your combat boots.&lt;br /&gt;
# [[File:M41amag.png|32px]] Take several magazines for your primary long arm, but don&#039;t be a hog. Other Marines need ammo, too.&lt;br /&gt;
# [[File:Flare.gif|32px]] Get flares or flashlights.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can exchange your M41A for a Combat Shotgun or an SMG. You can even decide to not take your backpack and instead use it to hold a second weapon, such as an M41A and a Shotgun. However that can be risky as losing out on your backpack means less ammo and items you can hold.&lt;br /&gt;
&lt;br /&gt;
== Attachments ==&lt;br /&gt;
After gearing up, go to the requisitions office (east of the cafeteria) and get in line to receive your attachments. These are items you can attach to your weapons to either enhance their capability or to add new unique functions. &lt;br /&gt;
&lt;br /&gt;
Because you are a Standard Marine you can normally be issued up to two attachments. The [[Marine_Equipment#Weapon_Attachments|attachments page]] can give you a guide on what attachments you should consider getting. The [[Standard Marine]] page also has a small guide on useful attachment loadouts. Being polite to the Requisitions staff might get you extra stuff. Maybe say please and thank you.&lt;br /&gt;
&lt;br /&gt;
== Briefing Room ==&lt;br /&gt;
Once you&#039;re geared up, your last task is to head to the briefing room, due west of the mess hall, and find a seat in your squad&#039;s seating area. It&#039;s organized by color. The [[Commander]] will be along soon to describe the situation and his overall game plan, as well as issuing your squad their initial orders.&lt;br /&gt;
&lt;br /&gt;
Listen to what your Commander has to say, listen to your Squad Leader, and overall watch your fellow Marines backs. Stay with the team and you&#039;ll do fine.&lt;br /&gt;
&lt;br /&gt;
Hopefully.&lt;br /&gt;
&lt;br /&gt;
== The Dropships to the Surface ==&lt;br /&gt;
After any briefing, climb down the ladders due west of the briefing room. Stand next to a ladder and click it. There are two ways to get to the surface. The Rasputin (or Rasp) is the larger dropship and uses Landing Zone 1 (LZ1). The Pod is smaller and uses Landing Zone 2 (LZ2). Get on whichever ship your squad is using. The ride isn&#039;t smooth, so you&#039;ll want to sit down and buckle in. Stand on top of a chair, click your Marine and drag to the chair. This buckles you in. To release yourself, click the chair. Enjoy the ride down.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The pulse rifle takes two hands to shoot. If it&#039;s in one hand, you&#039;re just carrying it around. To ready it for firing, click on the rifle in your active hand. Your other hand should show that it&#039;s occupied. Also, your character&#039;s graphic should ready the rifle. To shoot the rifle, just point the cursor at a spot and click. Be very careful to avoid hitting Marines. Avoid shooting yourself (which pretty much everybody&#039;s done). It&#039;s recommended to practice weapon control and safety in the firing range on the Sulaco in the east part of the Rasputin&#039;s hangar. To lower the rifle again, click it in your active hand.&lt;br /&gt;
&lt;br /&gt;
To change magazines, either eject it using the special weapon button in the bottom right, or click the weapon with your other hand active. To load the weapon, click it with the magazine hand active. One of the special weapon buttons lets you fire grenades from the pulse rifle. Be careful. They&#039;re dangerous. And they&#039;re limited.&lt;br /&gt;
&lt;br /&gt;
Solo Marines are pretty ineffective against aliens. This is especially true if you&#039;re new. Unless you want to get ninjaed out of the darkness, stick with as many other Marines as you can. For your first game, don&#039;t move around the map much unless somebody gives you an order. Find something useful to guard and guard it, preferably in good cover and good light. There&#039;s no shame in being terrified that the Xenomorphs see very well in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Marine Roleplaying Guide and Expectations=&lt;br /&gt;
* You are a &amp;quot;reasonable person&amp;quot;. Preventing MP arrests verbally or arguing is OK, interfering is NOT. (Unless you have a VERY good RP reason and &amp;quot;MPs are shitlers&amp;quot; or &amp;quot;He&#039;s my best Bro&amp;quot; are not good reasons by themselves unless you&#039;ve been RPing it).&lt;br /&gt;
* Respect the Chain of Command. If someone above you gives you an order, FOLLOW IT.&lt;br /&gt;
* If you&#039;re a Marine, act like it. Don&#039;t break laws or disobey orders and expect nothing to happen. You can object to &amp;quot;questionable&amp;quot; orders and break laws in RP situations, but you wouldn&#039;t be &amp;quot;rioting&amp;quot; just because the RO is a shitler.&lt;br /&gt;
* If you die, you lose 5 minutes of &amp;quot;conscious&amp;quot; memory. Meaning, if you were shot and went into knockout/crit, you don&#039;t remember who shot you, but if your awake/fighting for 5 minutes, you WILL remember who shot you.&lt;br /&gt;
* Relationships are restricted to friends and girl/boyfriends AT THE MOST. Marriages between marines is FORBIDDEN. You&#039;re still part of the military and you&#039;re subject to military rules. The military would NEVER deploy a husband/wife couple on the same ship or unit, let alone the same battalion. Also, don&#039;t use your relationship as an excuse to grief or cause problems. You would probably LOUDLY object to your best friend getting arrested, but you wouldn&#039;t gun-down the MP or interfere without a VERY good reason. (You wouldn&#039;t tackle a cop in real life because he was arresting your friend for being stupid, especially since it&#039;s like, 5-20 minutes in jail. Be REASONABLE.)&lt;br /&gt;
* All Marines and personnel on board the Sulaco know nothing about the Alien infestation, or even that Aliens exist. All they know is that they received a distress signal from the planet and that they may be encountering a hostile force.&lt;br /&gt;
* Survivors are allowed to know everything about the Aliens, such as how facehuggers work and the Aliens themselves.&lt;br /&gt;
* There are no restrictions in knowing how to operate any firearm. However, non-marine personal cannot equip any weapon other than a pistol unless there is a confirmed threat of Aliens attacking the Sulaco or are about to do so.&lt;br /&gt;
* Combat Medics do not know how to perform surgery. Only Medical Doctors or the Chief Medical Officer know how to perform surgery.&lt;br /&gt;
* Marines DO NOT initially know what Facehuggers do. However, a Medical scan or a MedicalHUD can confirm that a unknown biological parasite is inside a victim of a Facehugger and that logic dictates that it should be removed or examined at the earliest possible chance.&lt;br /&gt;
* In general avoid performing tasks your round start role would not know how to do, such as a Squad Leader hacking a door or a Cargo Technician operating a overwatch console.&lt;br /&gt;
* Command (CO, XO, Bridge Officer), Medical (MD, CMO) and Engineering staff (CE, Maint Tech) on board the Sulaco cannot leave the Sulaco UNLESS it is to go to a established Forward Operating Base or they are abandoning ship.&lt;br /&gt;
* Only a single Medical Doctor, and a single Maintenance Technician, can go to a established FoB.&lt;br /&gt;
* Military Police can not leave the Sulaco unless they are doing so to track down a rogue Marine who is not on the Sulaco or they are escorting/piloting a Dropship. Military Police are expected to return to the Sulaco ASAP.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
* Don&#039;t panic.&lt;br /&gt;
* Follow orders.&lt;br /&gt;
* Stay with the Squad Leader unless otherwise ordered.&lt;br /&gt;
* &#039;&#039;&#039;Never&#039;&#039;&#039; go anywhere alone.&lt;br /&gt;
* Communicate as much as possible with your squad. It would be hard to talk too much.&lt;br /&gt;
* Report all enemy contact.&lt;br /&gt;
* Damage is realistic and getting wounded sucks. Don&#039;t rambo around or charge in.&lt;br /&gt;
* The stationary side usually has the advantage. Be still and force the enemy to come to you.&lt;br /&gt;
* Be safe, fall back, stay alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Additional Reading =&lt;br /&gt;
The following are some links that go further into explaining details and some other Marine roles:&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guide]&lt;br /&gt;
* [[Standard_Marine|Standard Marine Wiki Page]]: Provides some quick tips.&lt;br /&gt;
* [[Marine_Equipment|Marine Equipment Wiki Page]]: Allows you to see all weapons and attachments the game has to offer.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=2666 World of Guns]: Descriptions of weapons&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=1140 Firefight Conduct]: How to kill aliens and not each other&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8010 USCMC Standard: Boot Camp]: How not to be a Boot.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8216 Learn our lingo Boot]: Marine lingo.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8977&amp;amp;sid=02e89527bf7f41239c657af45ab707ca The Guide of Xur Part One]: Guide to Job Expectations&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=3126 Specialist Guide] &#039;&#039;by Steelpoint&#039;&#039;: A guide on the [[Specialist]] role, provides a overview of the role&#039;s weapons, loadout and expectations. &lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=7285 Comprehensive Combat Medic Guide] &#039;&#039;by Jess&#039;&#039;: Provides a very in depth examination of the [[Combat Medic]] and a optimal load out and examination of the Medics tools and items, as well as procedures to triage casualties.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=7164 How Not To Suck At Combat Engineer] &#039;&#039;by Surrealistik&#039;&#039;: A questionable but nevertheless ok guide to being a [[Combat Engineer]].&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1591</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1591"/>
		<updated>2016-10-06T19:59:09Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Standard.png&lt;br /&gt;
|jobtitle = Standard Marine&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Follow orders. Don&#039;t get yourself killed. Don&#039;t shoot your squadmates.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&amp;lt;br&amp;gt;&lt;br /&gt;
I don&#039;t know who you pissed off to get transferred to this unit, Grunt, but remember, you&#039;re in the United States Colonial Marine Corps. Follow your sergeant&#039;s orders and don&#039;t ask too many questions. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. Do your job, follow orders, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==== Cog In The Machine ====&lt;br /&gt;
&lt;br /&gt;
If you haven&#039;t read the [[Marine Quickstart Guide]], read that first.&lt;br /&gt;
&lt;br /&gt;
As a Standard Marine you will be assigned to one of four squads. Each squad has a color so you new guys won&#039;t get lost: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. Got that? Good. You&#039;ve just been kicked out of the deep freeze after a solid three weeks of sleep so don&#039;t go bitching about how you&#039;re tired. Your body will be stiff and you&#039;ll be hungry so head to the mess for a hearty meal courtesy of the USCM. Just don&#039;t ask what animal it came from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===== This is my rifle =====&lt;br /&gt;
&lt;br /&gt;
Did you git some food in your tummy? Good. Now move your ass and put on your damn pants, Grunt! Double time it to your team&#039;s locker room at the far end of the mess and open any locker and put on your uniform. Are you wearing your pants now? Check again because I swear if you aren&#039;t I&#039;ll shove my boot so far up your ass you&#039;ll have to shine it by gargling shoe polish, Grunt! Got your pants on for real now? Good. Use that thing clipped to your head to sound off to your squad and let them know you didn&#039;t do everyone a favor and just die in your pod. Now what the Hell are you standing around for? Get your ass to the gear vendors!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, as a the marine equivalent of whale shit at the bottom of the ocean, you have access to five firearms of your choosing, one primary, two secondaries, and two sidearms. In an ideal world, you&#039;ll be smart enough not to grab the whole arsenal so those jackasses you call squad mates don&#039;t have to deploy with rocks and the stapler from Requisitions. That means try to limit yourself to your M41 and your sidearm. Stop slapping the armor piercing ammo button and pay attention. There&#039;s two ways this can play out. Either you keep your mags in that backpack you woke up with and grab a holster for your sidearm or you ditch the ruck, carry your ammo in a bandolier, and pack a little more firepower on your back. Now, you&#039;re probably asking, &amp;quot;But, Sir! Why do you want me to carry the M41? Can&#039;t I carry the M37 or M39?&amp;quot; To that I say, &amp;quot;Don&#039;t call me &#039;Sir;&#039; I work for a living.&amp;quot; You should be carrying the M41A Mk.2 Pulse Rifle because it&#039;s a Hell of a lot easier to use than the M37 shotgun and packs more punch than the M39 submachine gun. The shotgun is better used as a secondary on your back and the SMG is best left for the people who need a free hand. Stop eyeballing the specialist&#039;s weapon, Grunt! You think you&#039;re Carlos Hathcock? You want a big shooty shoot too? Well you shouldn&#039;t have joined the Marines! You want logistics: join the Army.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:M41a.png|32px]] &#039;&#039;&#039;M41A Mk.2 Pulse Rifle:&#039;&#039;&#039; This baby&#039;s the workhorse and backbone of the USCM. It holds forty 10X24mm caseless rounds, takes a slew of attachment, has a live ammo counter, and sports an over-and-under 30 millimeter pump action grenade launcher. Take care of it and it&#039;ll take care of you. &lt;br /&gt;
&lt;br /&gt;
* [[File:Shotgun.png|32px]] &#039;&#039;&#039;M37A2 Shotgun:&#039;&#039;&#039; These shotguns have been in service since Vietnam back in the 20th century and knowing our QM, the Sulaco&#039;s supply of M37s probably saw action there too. They&#039;re powerful weapons that can put a dinner plate sized hole in just about anyone you encounter, but that 18 inch barrel means that you won&#039;t be hitting anything outside of pissing distance. If you plan on bringing one of these, be sure to pack your M41.&lt;br /&gt;
&lt;br /&gt;
* [[File:M4a3.png|32px]] &#039;&#039;&#039;M4A3 Service Pistol:&#039;&#039;&#039; The saying that the only reason you should be firing your sidearm is if you&#039;re out of ammo or on your way to your primary holds true with the M4 series of pistols. It&#039;ll put a hole in unarmored targets, sure, but it&#039;ll just piss off anyone wearing more than a light sweater. It holds twelve 9mm rounds and you&#039;ll need every one of them.&lt;br /&gt;
&lt;br /&gt;
* [[File:44magnum.png|32px]] &#039;&#039;&#039;M44 Combat Revolver:&#039;&#039;&#039; So, what, you think you&#039;re Dirty-fucking-Harry? The M44&#039;s a beast and not just in firepower. Unwieldly, ugly, and mean; she&#039;s not the prettiest girl at the dance, but she&#039;ll turn a few heads. Then she&#039;ll keep turning &#039;em until they come off. It holds six rounds and God help anyone you manage to tag with one.&lt;br /&gt;
&lt;br /&gt;
*  [[File:M39.png|32px]] &#039;&#039;&#039;M39 Submachine Gun:&#039;&#039;&#039; The M41 series&#039;s little cousin, the M39 fires 10X20mm caseless and holds 48 rounds per mag. As a Grunt, you shouldn&#039;t be looking at this except as a replacement for your sidearm. Other than that, leave it for the shrap-heads who know what they&#039;re doing.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===== Your Squad =====&lt;br /&gt;
&lt;br /&gt;
See those chrome-domes, snowcones, and badass wannabes over there? Those ass-hats are your fellow squaddies. Stay near them and you might not go home in a box. Stay on comms and let your squad know if you see anything out of the ordinary. If you find yourself standing around with some other jackasses who aren&#039;t wearing the same color as you, you fucked up. Go find your squad. That hardass with the funny stripes on his helmet? That&#039;s your [[Squad Leader]]. The squad leader&#039;s orders are the will of God and should be treated as such. The moron with the big gun? That&#039;s your specialist. Leave the specialist alone. Don&#039;t fuck with the corpsmen and the com-techs and they won&#039;t fuck with you. Okay, Grunt, time for a recap. Do what you&#039;re told and don&#039;t shoot your squad.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===== Attachments =====&lt;br /&gt;
&lt;br /&gt;
Now you may have heard of that mythical land where special equipment and [[Marine_Equipment#Weapon_Attachments|weapon mods]] flow like it&#039;s motherfucking Christmas. That place is called Requisitions and it ain&#039;t no Mount Olympus and that sweaty guy over there ain&#039;t Zeus. He&#039;s the RO. Rule motherfucking one: Don&#039;t fuck with the Requisitions Officer. If he says you don&#039;t get attachments, guess what, Boot? You don&#039;t get attachments. You see the RO has been supplying whiskey to the MPs under the table and that means the MPs and the RO are best buddies. If he says so, the MPs will throw you in the fucking brig. So don&#039;t go screaming and trying to bash your way into cargo because you couldn&#039;t get a third red dot for the M39 you shouldn&#039;t have packed. Now, the RO answers to &amp;quot;On-High&amp;quot; and &amp;quot;On-High&amp;quot; has deemed it acceptable for you to request two attachments from Requisitions. To get these attachments you&#039;re treating like holy fucking relics, you must go to the requisitions line, located aft of the mess hall. Now, remember, Grunt, the RO has a low tolerance for bullshit so if you show up in your underwear he&#039;ll refuse to serve you. Then your &amp;quot;buddies&amp;quot; will throw your ass out of the line. Then the MPs will kick your ass out of boredom. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alright, numbnuts, you&#039;ve managed to wake up, eat breakfast, get dressed, let your squad leader know you exist, and wait in a single file line for a little over three minutes. Aren&#039;t you fucking special? Think again! Your ass is still bottom of the food chain so don&#039;t hold your breath over getting anything good but seeing as you&#039;re holding that M41, I guess there&#039;s still hope for you yet. Everyone&#039;s got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don&#039;t like. &lt;br /&gt;
----&lt;br /&gt;
==== Center Mass For Fuck&#039;s Sake ====&lt;br /&gt;
&lt;br /&gt;
Look at you, Grunt. You&#039;re all geared up, you&#039;re well fed, and your squad probably even gives a shit if you die or not. Time to see if you remember anything from Boot Camp. You&#039;ll remember that the M41 only works if you hit what you&#039;re aiming at and not your buddy over there who&#039;s going home to his family in three weeks. You see someone who needs shooting? Aim dead center of their chest and keep pulling the trigger until they stop moving and then shoot them some more to be sure. You ain&#039;t Hathcock so don&#039;t aim for the head. Do I make myself clear? Spraying around your squad at head level&#039;s a good way to get a free boot up your ass and I ain&#039;t gonna be there to stop your squad from hog-tying you and leaving you outside the perimeter to see if there&#039;s any wildlife in the AO. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==== Standard Marine Tactics ====&lt;br /&gt;
&lt;br /&gt;
*Only take what you need. You&#039;re going to need somewhere between zero and one armor piercing magazine in the field for heavily armored enemies. For everything else, soft point ammunition is superior.&lt;br /&gt;
&lt;br /&gt;
*Stick with your squad at all times, a lone Marine is a dead Marine. &lt;br /&gt;
&lt;br /&gt;
*Follow the chain of command. If someone tells you jump, you&#039;d better ask how high on the way up.&lt;br /&gt;
&lt;br /&gt;
*Use appropriate titles. Your Squad Leader is Sergeant, Staff Sergeant, or Squad Leader. He&#039;s not an officer so don&#039;t call him &amp;quot;Sir&amp;quot; and he&#039;s not in the Army so don&#039;t call him &amp;quot;Sarge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Be useful. Offer to carry extra engineering, medical, or specialist supplies.Those guys are already carrying more weight than you&#039;ll ever be able to.&lt;br /&gt;
&lt;br /&gt;
* Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what&#039;s going on. Do you see movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your sergeant just get his head taken off by incoming artillery? Let command know.&lt;br /&gt;
&lt;br /&gt;
* Stay in the light. There ain&#039;t many things out there scarier than a Colonial Marine and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you&#039;re stopped for more than a moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow this Guide and you might just survive until extract.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:M39.png&amp;diff=1590</id>
		<title>File:M39.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:M39.png&amp;diff=1590"/>
		<updated>2016-10-06T19:55:42Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:M39.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:44magnum.png&amp;diff=1589</id>
		<title>File:44magnum.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:44magnum.png&amp;diff=1589"/>
		<updated>2016-10-06T19:55:00Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:44magnum.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:M4a3.png&amp;diff=1588</id>
		<title>File:M4a3.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:M4a3.png&amp;diff=1588"/>
		<updated>2016-10-06T19:54:19Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:M4a3.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Shotgun.png&amp;diff=1587</id>
		<title>File:Shotgun.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Shotgun.png&amp;diff=1587"/>
		<updated>2016-10-06T19:53:48Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:Shotgun.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:M41a.png&amp;diff=1586</id>
		<title>File:M41a.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:M41a.png&amp;diff=1586"/>
		<updated>2016-10-06T19:53:04Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:M41a.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1585</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1585"/>
		<updated>2016-10-06T19:41:13Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Standard.png&lt;br /&gt;
|jobtitle = Standard Marine&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Follow orders. Don&#039;t get yourself killed. Don&#039;t shoot your squadmates.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&amp;lt;br&amp;gt;&lt;br /&gt;
I don&#039;t know who you pissed off to get transferred to this unit, Grunt, but remember, you&#039;re in the United States Colonial Marine Corps. Follow your sergeant&#039;s orders and don&#039;t ask too many questions. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. Do your job, follow orders, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Cog In The Machine ====&lt;br /&gt;
----&lt;br /&gt;
If you haven&#039;t read the [[Marine Quickstart Guide]], read that first.&lt;br /&gt;
&lt;br /&gt;
As a Standard Marine you will be assigned to one of four squads. Each squad has a color so you new guys won&#039;t get lost: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. Got that? Good. You&#039;ve just been kicked out of the deep freeze after a solid three weeks of sleep so don&#039;t go bitching about how you&#039;re tired. Your body will be stiff and you&#039;ll be hungry so head to the mess for a hearty meal courtesy of the USCM. Just don&#039;t ask what animal it came from.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== This is my rifle =====&lt;br /&gt;
Did you git some food in your tummy? Good. Now move your ass and put on your damn pants, Grunt! Double time it to your team&#039;s locker room at the far end of the mess and open any locker and put on your uniform. Are you wearing your pants now? Check again because I swear if you aren&#039;t I&#039;ll shove my boot so far up your ass you&#039;ll have to shine it by gargling shoe polish, Grunt! Got your pants on for real now? Good. Use that thing clipped to your head to sound off to your squad and let them know you didn&#039;t do everyone a favor and just die in your pod. Now what the Hell are you standing around for? Get your ass to the gear vendors!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, as a the marine equivalent of whale shit at the bottom of the ocean, you have access to five firearms of your choosing, one primary, two secondaries, and two sidearms. In an ideal world, you&#039;ll be smart enough not to grab the whole arsenal so those jackasses you call squad mates don&#039;t have to deploy with rocks and the stapler from Requisitions. That means try to limit yourself to your M41 and your sidearm. Stop slapping the armor piercing ammo button and pay attention. There&#039;s two ways this can play out. Either you keep your mags in that backpack you woke up with and grab a holster for your sidearm or you ditch the ruck, carry your ammo in a bandolier, and pack a little more firepower on your back. Now, you&#039;re probably asking, &amp;quot;But, Sir! Why do you want me to carry the M41? Can&#039;t I carry the M37 or M39?&amp;quot; To that I say, &amp;quot;Don&#039;t call me &#039;Sir;&#039; I work for a living.&amp;quot; You should be carrying the M41A Mk.2 Pulse Rifle because it&#039;s a Hell of a lot easier to use than the M37 shotgun and packs more punch than the M39 submachine gun. The shotgun is better used as a secondary on your back and the SMG is best left for the people who need a free hand. Stop eyeballing the specialist&#039;s weapon, Grunt! You think you&#039;re Carlos Hathcock? You want a big shooty shoot too? Well you shouldn&#039;t have joined the Marines! You want logistics: join the Army.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:M41a.png|32px]] &#039;&#039;&#039;M41A Mk.2 Pulse Rifle:&#039;&#039;&#039; This baby&#039;s the workhorse and backbone of the USCM. It holds forty 10X24mm caseless rounds, takes a slew of attachment, has a live ammo counter, and sports an over-and-under 30 millimeter pump action grenade launcher. Take care of it and it&#039;ll take care of you. &lt;br /&gt;
&lt;br /&gt;
* [[File:Shotgun.png|32px]] &#039;&#039;&#039;M37A2 Shotgun:&#039;&#039;&#039; These shotguns have been in service since Vietnam back in the 20th century and knowing our QM, the Sulaco&#039;s supply of M37s probably saw action there too. They&#039;re powerful weapons that can put a dinner plate sized hole in just about anyone you encounter, but that 18 inch barrel means that you won&#039;t be hitting anything outside of pissing distance. If you plan on bringing one of these, be sure to pack your M41.&lt;br /&gt;
&lt;br /&gt;
* [[File:M4a3.png|32px]] &#039;&#039;&#039;M4A3 Service Pistol:&#039;&#039;&#039; The saying that the only reason you should be firing your sidearm is if you&#039;re out of ammo or on your way to your primary holds true with the M4 series of pistols. It&#039;ll put a hole in unarmored targets, sure, but it&#039;ll just piss off anyone wearing more than a light sweater. It holds twelve 9mm rounds and you&#039;ll need every one of them.&lt;br /&gt;
&lt;br /&gt;
* [[File:44magnum.png|32px]] &#039;&#039;&#039;M44 Combat Revolver:&#039;&#039;&#039; So, what, you think you&#039;re Dirty-fucking-Harry? The M44&#039;s a beast and not just in firepower. Unwieldly, ugly, and mean; she&#039;s not the prettiest girl at the dance, but she&#039;ll turn a few heads. Then she&#039;ll keep turning &#039;em until they come off. It holds six rounds and God help anyone you manage to tag with one.&lt;br /&gt;
&lt;br /&gt;
*  [[File:M39.png|32px]] &#039;&#039;&#039;M39 Submachine Gun:&#039;&#039;&#039; The M41 series&#039;s little cousin, the M39 fires 10X20mm caseless and holds 48 rounds per mag. As a Grunt, you shouldn&#039;t be looking at this except as a replacement for your sidearm. Other than that, leave it for the shrap-heads who know what they&#039;re doing.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Your Squad =====&lt;br /&gt;
See those chrome-domes, snowcones, and badass wannabes over there? Those ass-hats are your fellow squaddies. Stay near them and you might not go home in a box. Stay on comms and let your squad know if you see anything out of the ordinary. If you find yourself standing around with some other jackasses who aren&#039;t wearing the same color as you, you fucked up. Go find your squad. That hardass with the funny stripes on his helmet? That&#039;s your [[Squad Leader]]. The squad leader&#039;s orders are the will of God and should be treated as such. The moron with the big gun? That&#039;s your specialist. Leave the specialist alone. Don&#039;t fuck with the corpsmen and the com-techs and they won&#039;t fuck with you. Okay, Grunt, time for a recap. Do what you&#039;re told and don&#039;t shoot your squad.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== [[Marine_Equipment#Weapon_Attachments|Attachments]] =====&lt;br /&gt;
Now you may have heard of that mythical land where special equipment and [[Marine_Equipment#Weapon_Attachments|weapon mods]] flow like it&#039;s motherfucking Christmas. That place is called Requisitions and it ain&#039;t no Mount Olympus and that sweaty guy over there ain&#039;t Zeus. He&#039;s the RO. Rule motherfucking one: Don&#039;t fuck with the Requisitions Officer. If he says you don&#039;t get attachments, guess what, Boot? You don&#039;t get attachments. You see the RO has been supplying whiskey to the MPs under the table and that means the MPs and the RO are best buddies. If he says so, the MPs will throw you in the fucking brig. So don&#039;t go screaming and trying to bash your way into cargo because you couldn&#039;t get a third red dot for the M39 you shouldn&#039;t have packed. Now, the RO answers to &amp;quot;On-High&amp;quot; and &amp;quot;On-High&amp;quot; has deemed it acceptable for you to request two attachments from Requisitions. To get these attachments you&#039;re treating like holy fucking relics, you must go to the requisitions line, located aft of the mess hall. Now, remember, Grunt, the RO has a low tolerance for bullshit so if you show up in your underwear he&#039;ll refuse to serve you. Then your &amp;quot;buddies&amp;quot; will throw your ass out of the line. Then the MPs will kick your ass out of boredom. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Alright, numbnuts, you&#039;ve managed to wake up, eat breakfast, get dressed, let your squad leader know you exist, and wait in a single file line for a little over three minutes. Aren&#039;t you fucking special? Think again! Your ass is still bottom of the food chain so don&#039;t hold your breath over getting anything good but seeing as you&#039;re holding that M41, I guess there&#039;s still hope for you yet. Everyone&#039;s got their favorite loadouts but it all boils down to what you prefer. Trial and error is the best way to know what you like and don&#039;t like. &lt;br /&gt;
&lt;br /&gt;
==== Center Mass For Fuck&#039;s Sake ====&lt;br /&gt;
----&lt;br /&gt;
Look at you, Grunt. You&#039;re all geared up, you&#039;re well fed, and your squad probably even gives a shit if you die or not. Time to see if you remember anything from Boot Camp. You&#039;ll remember that the M41 only works if you hit what you&#039;re aiming at and not your buddy over there who&#039;s going home to his family in three weeks. You see someone who needs shooting? Aim dead center of their chest and keep pulling the trigger until they stop moving and then shoot them some more to be sure. You ain&#039;t Hathcock so don&#039;t aim for the head. Do I make myself clear? Spraying around your squad at head level&#039;s a good way to get a free boot up your ass and I ain&#039;t gonna be there to stop your squad from hog-tying you and leaving you outside the perimeter to see if there&#039;s any wildlife in the AO. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Standard Marine Tactics ====&lt;br /&gt;
------&lt;br /&gt;
*Only take what you need. You&#039;re going to need somewhere between zero and one armor piercing magazine in the field for heavily armored enemies. For everything else, soft point ammunition is superior.&lt;br /&gt;
&lt;br /&gt;
*Stick with your squad at all times, a lone Marine is a dead Marine. &lt;br /&gt;
&lt;br /&gt;
*Follow the chain of command. If someone tells you jump, you&#039;d better ask how high on the way up.&lt;br /&gt;
&lt;br /&gt;
*Use appropriate titles. Your Squad Leader is Sergeant, Staff Sergeant, or Squad Leader. He&#039;s not an officer so don&#039;t call him &amp;quot;Sir&amp;quot; and he&#039;s not in the Army so don&#039;t call him &amp;quot;Sarge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Be useful. Offer to carry extra engineering, medical, or specialist supplies.Those guys are already carrying more weight than you&#039;ll ever be able to.&lt;br /&gt;
&lt;br /&gt;
* Keep your superiors informed. Stay on the radio and keep the squad and command up to date on what&#039;s going on. Do you see movement outside the perimeter? Let your fireteam know. Did Private McFuckface blow his hand off playing catch with a grenade? Let your squad leader know. Did your sergeant just get his head taken off by incoming artillery? Let command know.&lt;br /&gt;
&lt;br /&gt;
* Stay in the light. There ain&#039;t many things out there scarier than a Colonial Marine and they all like the dark. Keep your shoulder lamp on and pop a flare whenever you&#039;re stopped for more than a moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow this Guide and you might just survive until extract.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=1584</id>
		<title>Marine Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=1584"/>
		<updated>2016-10-06T18:53:45Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: /* The Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve just joined for the first time as a Marine? No idea what your doing? This [https://tgstation13.org/wiki/Starter_guide Starter Guide to Space Station 13] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server usually last between two to three hours! Make sure you have the time commitment to sit a full round. &lt;br /&gt;
&lt;br /&gt;
= The Rules =&lt;br /&gt;
[http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 Read the damn rules!] Colonial Marines is a medium role-play server and you are expected to abide by the rules established by the server staff. If a staff member says do something, do it. If they tell you to stop doing something, stop. It will save both you and the staff a lot of trouble and effort. There is no excuse for not reading the rules. If you have been banned, fairly or unfairly, you may appeal on the [http://www.colonial-marines.com/viewforum.php?f=76&amp;amp;sid=216b661b792600214d4fc6835ec78c1b ban appeal] section of the forums. You have been warned. Thank you for reading the rules and enjoy the game.&lt;br /&gt;
&lt;br /&gt;
= Character Setup =&lt;br /&gt;
For the most part this part is simple, you&#039;ll create your character on the setup character page.&lt;br /&gt;
&lt;br /&gt;
Do take note of the &#039;occupation&#039; roles. For now you&#039;ll just want to set &#039;Marine&#039; to your highest role. All other roles require a more robust knowledge of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Your First Game =&lt;br /&gt;
For your first run, try and join a round before it starts. It&#039;s no big deal to join in the middle, but starting a round will ensure you aren&#039;t born into a difficult or deadly situation. First, we&#039;ll discuss some basics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
As a Standard Marine you&#039;re on the bottom rung of the chain of command. You take your orders directly from your [[Squad Leader]], who takes his or her orders from the [[Commander]] and the [[Executive Officer|command]] [[Bridge Officer|staff]] respectively. At round start you are assigned to one of four Marine squads. Alpha (Red), Bravo (Yellow), Charlie (Purple) or Delta (Blue). As such you only take orders from your teams Squad Leader, at least outside of extraordinary circumstances. &lt;br /&gt;
&lt;br /&gt;
Should your Squad Leader die or otherwise be incapacitated you&#039;ll be taking your orders from either your teams [[Specialist]] (who is technically the second highest ranked soldier in a squad) or whomever the Squad Leader or Commander names to take over.&lt;br /&gt;
&lt;br /&gt;
You are to obey any orders given to you by your Squad Leader at all times. The only exception is if your given orders violate Marine law or the rules. However instances of illegal orders being given are very rare. &lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: There is a BIG difference between an order that violates &#039;&#039;&#039;[[Marine Law|MARINE LAW]]&#039;&#039;&#039; versus one that violates the &#039;&#039;&#039;RULES&#039;&#039;&#039;. Orders that break Marine Law are considered an In Character issue and are thus something you may resolve in game so long as the situation is role played, orders that break the server rules are a Out Of Character affair. Should you be given orders that would violate the rules then you should contact the admins.&lt;br /&gt;
&lt;br /&gt;
==The Tabs ==&lt;br /&gt;
Let us introduce to you what you are seeing, starting from the tabs located in the upper right corner:&lt;br /&gt;
* Text: Shows game log all the way up.&lt;br /&gt;
* Info: Opens the info-section with in-game tabs.&lt;br /&gt;
* Wiki: Opens the game wiki in your internet browser.&lt;br /&gt;
* Forum: Opens the game discussion forum in your internet browser.&lt;br /&gt;
* Rules: Opens the rules.&lt;br /&gt;
* Changelog: Opens the changelog.&lt;br /&gt;
&lt;br /&gt;
==The In-Game Tabs==&lt;br /&gt;
* Status: Lists various points of interest such as orders from the Queen and your current status.&lt;br /&gt;
* Admin: The first option in this tab, &#039;Adminhelp&#039;, is something that should always be remembered, adminhelp sends a direct message for questions pertaining gameplay. &#039;Adminwho&#039;, gives a list of in-game admins.&lt;br /&gt;
* IC: Gives a list of In-Character actions that can be done at the moment.&lt;br /&gt;
* OOC: Gives a list of Out-Of-Character actions, which are anything outside of the current game.&lt;br /&gt;
* Preferences: Gives a list of toggleable out-of-character settings.&lt;br /&gt;
&lt;br /&gt;
==The HUD ==&lt;br /&gt;
There should be two or three indicators on the right hand side of your screen. The green man shows your health. It fades to orange, then red, as you take more damage. The letters CRIT mean you are currently dying. You can be saved if someone administers medical treatment in time. It will say DEAD if you are dead. (Marines can sometimes be revived or cloned if they&#039;re DEAD, so consider sticking around in the body.) The gas mask and oxygen tank show whether you have this kind of equipment running. There may be a third icon showing how hungry you are. It&#039;ll disappear when your stomach is satisfied.&lt;br /&gt;
&lt;br /&gt;
==The Buttons ==&lt;br /&gt;
The bottom of the screen has two buttons for your hands. There&#039;s a button that changes your movement speed from fast to slow. There&#039;s a button that changes your intent. There are four intents: Help, Disarm, Grab, Harm. These are very important for interacting. If you charge a Xenomorph with your Help intent active, you&#039;re gonna have a bad time. Another indicator shows your body target. This is the part of the body you&#039;ll attempt to interact with when you click on another player, Marine or Alien. There&#039;s a [Resist] button to free yourself if you&#039;ve been restrained, a button for dropping things from your hands, and another button for throwing them. There are four special weapon buttons clustered together in yellow and black . All the other stuff shows your equipment.&lt;br /&gt;
&lt;br /&gt;
== How to Communicate ==&lt;br /&gt;
Communication is very important! Use the box at the bottom of the screen. There are several methods, but just know three for now:&lt;br /&gt;
&lt;br /&gt;
(1) Use your headset to talk to everyone in your squad. Alpha is :q, Bravo is :b, Charlie is :c, Delta is :d. Examples:&lt;br /&gt;
* Say &amp;quot;:q Marine reporting to Alpha squad.&amp;quot;&lt;br /&gt;
* Say &amp;quot;:q There are multiple aliens in Medbay.&amp;quot;&lt;br /&gt;
* Say &amp;quot;:q We are under attack from the south!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(2) Talk to any Marine around you on the map. Examples:&lt;br /&gt;
* Say &amp;quot;Please grab that gun.&amp;quot;&lt;br /&gt;
* Say &amp;quot;Follow me.&amp;quot;&lt;br /&gt;
* Say &amp;quot;What should I do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Talk out of character (OOC) or local out of character (LOOC) to ask questions about the game and how to do things. You can toggle OOC chat in the menus if it&#039;s distracting. Examples:&lt;br /&gt;
* OOC &amp;quot;How do I eat this MRE? How do I do X?&amp;quot;&lt;br /&gt;
* OOC &amp;quot;Why is there so much lag?&amp;quot;&lt;br /&gt;
* LOOC &amp;quot;Did you see the touchdown in the Seahawks game?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
At the start of a shift you&#039;ll wake up in the ships cyro sleep quarters alongside all the other Marines, you&#039;ll be in your marine issued pajamas. The first thing you&#039;ll want to do is hop over to the Canteen to the south and chow down, as cyro sleep will have left you very hungry. Stand next to the vending machines and click them until you find something delicious. Or at least edible. Click the food and drink items that are vended until you&#039;re holding it in your active hand. To eat or drink the item in your active hand, click the icon representing your marine in the middle of the display with the Help intent active. Find a garbage can if necessary and try not to litter.&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve eaten, check your ID Card in the bottom left of the screen to find out which squad you&#039;ve been assigned to. Then head south to your assigned squad&#039;s equipment room so you can suit up.&lt;br /&gt;
&lt;br /&gt;
== Marine Equipment ==&lt;br /&gt;
One key to success is ensuring you&#039;re well equipped. Attacking without a weapon may result in catastrophe. These next steps should prepare you for combat.&lt;br /&gt;
&lt;br /&gt;
# Since you&#039;ve just joined, go down to an equipment locker in your squad&#039;s room and equip your marine uniform, combat boots, combat gloves, M3 armor, helmet, marine belt and a radio headset. Make sure you re-equip your ID card again if you drop it while changing.&lt;br /&gt;
# Go north to any equipment dispenser.&lt;br /&gt;
# [[File:M41a.png|32px]] Get a M41A Pulse Rifle and put it in your armors exosuit-slot.&lt;br /&gt;
# [[File:M4a3.png|32px]] Get a M4A3 Pistol and place it inside your armor.&lt;br /&gt;
# [[File:Knife.png|32px]] Get a M11 Combat Bayonet and slot it inside your combat boots.&lt;br /&gt;
# [[File:M41amag.png|32px]] Take several magazines for your primary long arm, but don&#039;t be a hog. Other Marines need ammo, too.&lt;br /&gt;
# [[File:Flare.gif|32px]] Get flares or flashlights.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can exchange your M41A for a Combat Shotgun or an SMG. You can even decide to not take your backpack and instead use it to hold a second weapon, such as an M41A and a Shotgun. However that can be risky as losing out on your backpack means less ammo and items you can hold.&lt;br /&gt;
&lt;br /&gt;
== Attachments ==&lt;br /&gt;
After gearing up, go to the requisitions office (east of the cafeteria) and get in line to receive your attachments. These are items you can attach to your weapons to either enhance their capability or to add new unique functions. &lt;br /&gt;
&lt;br /&gt;
Because you are a Standard Marine you can normally be issued up to two attachments. The [[Marine_Equipment#Weapon_Attachments|attachments page]] can give you a guide on what attachments you should consider getting. The [[Standard Marine]] page also has a small guide on useful attachment loadouts. Being polite to the Requisitions staff might get you extra stuff. Maybe say please and thank you.&lt;br /&gt;
&lt;br /&gt;
== Briefing Room ==&lt;br /&gt;
Once you&#039;re geared up, your last task is to head to the briefing room, due west of the mess hall, and find a seat in your squad&#039;s seating area. It&#039;s organized by color. The [[Commander]] will be along soon to describe the situation and his overall game plan, as well as issuing your squad their initial orders.&lt;br /&gt;
&lt;br /&gt;
Listen to what your Commander has to say, listen to your Squad Leader, and overall watch your fellow Marines backs. Stay with the team and you&#039;ll do fine.&lt;br /&gt;
&lt;br /&gt;
Hopefully.&lt;br /&gt;
&lt;br /&gt;
== The Dropships to the Surface ==&lt;br /&gt;
After any briefing, climb down the ladders due west of the briefing room. Stand next to a ladder and click it. There are two ways to get to the surface. The Rasputin (or Rasp) is the larger dropship and uses Landing Zone 1 (LZ1). The Pod is smaller and uses Landing Zone 2 (LZ2). Get on whichever ship your squad is using. The ride isn&#039;t smooth, so you&#039;ll want to sit down and buckle in. Stand on top of a chair, click your Marine and drag to the chair. This buckles you in. To release yourself, click the chair. Enjoy the ride down.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The pulse rifle takes two hands to shoot. If it&#039;s in one hand, you&#039;re just carrying it around. To ready it for firing, click on the rifle in your active hand. Your other hand should show that it&#039;s occupied. Also, your character&#039;s graphic should ready the rifle. To shoot the rifle, just point the cursor at a spot and click. Be very careful to avoid hitting Marines. Avoid shooting yourself (which pretty much everybody&#039;s done). It&#039;s recommended to practice weapon control and safety in the firing range on the Sulaco in the east part of the Rasputin&#039;s hangar. To lower the rifle again, click it in your active hand.&lt;br /&gt;
&lt;br /&gt;
To change magazines, either eject it using the special weapon button in the bottom right, or click the weapon with your other hand active. To load the weapon, click it with the magazine hand active. One of the special weapon buttons lets you fire grenades from the pulse rifle. Be careful. They&#039;re dangerous. And they&#039;re limited.&lt;br /&gt;
&lt;br /&gt;
Solo Marines are pretty ineffective against aliens. This is especially true if you&#039;re new. Unless you want to get ninjaed out of the darkness, stick with as many other Marines as you can. For your first game, don&#039;t move around the map much unless somebody gives you an order. Find something useful to guard and guard it, preferably in good cover and good light. There&#039;s no shame in being terrified that the Xenomorphs see very well in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Marine Roleplaying Guide and Expectations=&lt;br /&gt;
* You are a &amp;quot;reasonable person&amp;quot;. Preventing MP arrests verbally or arguing is OK, interfering is NOT. (Unless you have a VERY good RP reason and &amp;quot;MPs are shitlers&amp;quot; or &amp;quot;He&#039;s my best Bro&amp;quot; are not good reasons by themselves unless you&#039;ve been RPing it).&lt;br /&gt;
* Respect the Chain of Command. If someone above you gives you an order, FOLLOW IT.&lt;br /&gt;
* If you&#039;re a Marine, act like it. Don&#039;t break laws or disobey orders and expect nothing to happen. You can object to &amp;quot;questionable&amp;quot; orders and break laws in RP situations, but you wouldn&#039;t be &amp;quot;rioting&amp;quot; just because the RO is a shitler.&lt;br /&gt;
* If you die, you lose 5 minutes of &amp;quot;conscious&amp;quot; memory. Meaning, if you were shot and went into knockout/crit, you don&#039;t remember who shot you, but if your awake/fighting for 5 minutes, you WILL remember who shot you.&lt;br /&gt;
* Relationships are restricted to friends and girl/boyfriends AT THE MOST. Marriages between marines is FORBIDDEN. You&#039;re still part of the military and you&#039;re subject to military rules. The military would NEVER deploy a husband/wife couple on the same ship or unit, let alone the same battalion. Also, don&#039;t use your relationship as an excuse to grief or cause problems. You would probably LOUDLY object to your best friend getting arrested, but you wouldn&#039;t gun-down the MP or interfere without a VERY good reason. (You wouldn&#039;t tackle a cop in real life because he was arresting your friend for being stupid, especially since it&#039;s like, 5-20 minutes in jail. Be REASONABLE.)&lt;br /&gt;
* All Marines and personnel on board the Sulaco know nothing about the Alien infestation, or even that Aliens exist. All they know is that they received a distress signal from the planet and that they may be encountering a hostile force.&lt;br /&gt;
* Survivors are allowed to know everything about the Aliens, such as how facehuggers work and the Aliens themselves.&lt;br /&gt;
* There are no restrictions in knowing how to operate any firearm. However, non-marine personal cannot equip any weapon other than a pistol unless there is a confirmed threat of Aliens attacking the Sulaco or are about to do so.&lt;br /&gt;
* Combat Medics do not know how to perform surgery. Only Medical Doctors or the Chief Medical Officer know how to perform surgery.&lt;br /&gt;
* Marines DO NOT initially know what Facehuggers do. However, a Medical scan or a MedicalHUD can confirm that a unknown biological parasite is inside a victim of a Facehugger and that logic dictates that it should be removed or examined at the earliest possible chance.&lt;br /&gt;
* In general avoid performing tasks your round start role would not know how to do, such as a Squad Leader hacking a door or a Cargo Technician operating a overwatch console.&lt;br /&gt;
* Command (CO, XO, Bridge Officer), Medical (MD, CMO) and Engineering staff (CE, Maint Tech) on board the Sulaco cannot leave the Sulaco UNLESS it is to go to a established Forward Operating Base or they are abandoning ship.&lt;br /&gt;
* Only a single Medical Doctor, and a single Maintenance Technician, can go to a established FoB.&lt;br /&gt;
* Military Police can not leave the Sulaco unless they are doing so to track down a rogue Marine who is not on the Sulaco or they are escorting/piloting a Dropship. Military Police are expected to return to the Sulaco ASAP.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
* Don&#039;t panic.&lt;br /&gt;
* Follow orders.&lt;br /&gt;
* Stay with the Squad Leader unless otherwise ordered.&lt;br /&gt;
* &#039;&#039;&#039;Never&#039;&#039;&#039; go anywhere alone.&lt;br /&gt;
* Communicate as much as possible with your squad. It would be hard to talk too much.&lt;br /&gt;
* Report all enemy contact.&lt;br /&gt;
* Damage is realistic and getting wounded sucks. Don&#039;t rambo around or charge in.&lt;br /&gt;
* The stationary side usually has the advantage. Be still and force the enemy to come to you.&lt;br /&gt;
* Be safe, fall back, stay alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Additional Reading =&lt;br /&gt;
The following are some links that go further into explaining details and some other Marine roles:&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guide]&lt;br /&gt;
* [[Standard_Marine|Standard Marine Wiki Page]]: Provides some quick tips.&lt;br /&gt;
* [[Marine_Equipment|Marine Equipment Wiki Page]]: Allows you to see all weapons and attachments the game has to offer.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=2666 World of Guns]: Descriptions of weapons&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=1140 Firefight Conduct]: How to kill aliens and not each other&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8010 USCMC Standard: Boot Camp]: How not to be a Boot.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8216 Learn our lingo Boot]: Marine lingo.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8977&amp;amp;sid=02e89527bf7f41239c657af45ab707ca The Guide of Xur Part One]: Guide to Job Expectations&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=3126 Specialist Guide] &#039;&#039;by Steelpoint&#039;&#039;: A guide on the [[Specialist]] role, provides a overview of the role&#039;s weapons, loadout and expectations. &lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=7285 Comprehensive Combat Medic Guide] &#039;&#039;by Jess&#039;&#039;: Provides a very in depth examination of the [[Combat Medic]] and a optimal load out and examination of the Medics tools and items, as well as procedures to triage casualties.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=7164 How Not To Suck At Combat Engineer] &#039;&#039;by Surrealistik&#039;&#039;: A questionable but nevertheless ok guide to being a [[Combat Engineer]].&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=1583</id>
		<title>Marine Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Quickstart_Guide&amp;diff=1583"/>
		<updated>2016-10-06T18:51:02Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: /* The Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve just joined for the first time as a Marine? No idea what your doing? This [https://tgstation13.org/wiki/Starter_guide Starter Guide to Space Station 13] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server usually last between two to three hours! Make sure you have the time commitment to sit a full round. &lt;br /&gt;
&lt;br /&gt;
= The Rules =&lt;br /&gt;
[http://colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5094 Read the damn rules!] Colonial Marines is a medium role-play server and you are expected to abide by the rules established by the server staff. If a staff member says do something, do it. If they tell you to stop doing something, stop. It will save both you and the staff a lot of trouble and effort. There is no excuse for not reading the rules. If you have been banned, fairly or unfairly, you may appeal on the [http://www.colonial-marines.com/viewforum.php?f=76&amp;amp;sid=216b661b792600214d4fc6835ec78c1b ban appeal] section of the forums.&lt;br /&gt;
&lt;br /&gt;
= Character Setup =&lt;br /&gt;
For the most part this part is simple, you&#039;ll create your character on the setup character page.&lt;br /&gt;
&lt;br /&gt;
Do take note of the &#039;occupation&#039; roles. For now you&#039;ll just want to set &#039;Marine&#039; to your highest role. All other roles require a more robust knowledge of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Your First Game =&lt;br /&gt;
For your first run, try and join a round before it starts. It&#039;s no big deal to join in the middle, but starting a round will ensure you aren&#039;t born into a difficult or deadly situation. First, we&#039;ll discuss some basics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
As a Standard Marine you&#039;re on the bottom rung of the chain of command. You take your orders directly from your [[Squad Leader]], who takes his or her orders from the [[Commander]] and the [[Executive Officer|command]] [[Bridge Officer|staff]] respectively. At round start you are assigned to one of four Marine squads. Alpha (Red), Bravo (Yellow), Charlie (Purple) or Delta (Blue). As such you only take orders from your teams Squad Leader, at least outside of extraordinary circumstances. &lt;br /&gt;
&lt;br /&gt;
Should your Squad Leader die or otherwise be incapacitated you&#039;ll be taking your orders from either your teams [[Specialist]] (who is technically the second highest ranked soldier in a squad) or whomever the Squad Leader or Commander names to take over.&lt;br /&gt;
&lt;br /&gt;
You are to obey any orders given to you by your Squad Leader at all times. The only exception is if your given orders violate Marine law or the rules. However instances of illegal orders being given are very rare. &lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: There is a BIG difference between an order that violates &#039;&#039;&#039;[[Marine Law|MARINE LAW]]&#039;&#039;&#039; versus one that violates the &#039;&#039;&#039;RULES&#039;&#039;&#039;. Orders that break Marine Law are considered an In Character issue and are thus something you may resolve in game so long as the situation is role played, orders that break the server rules are a Out Of Character affair. Should you be given orders that would violate the rules then you should contact the admins.&lt;br /&gt;
&lt;br /&gt;
==The Tabs ==&lt;br /&gt;
Let us introduce to you what you are seeing, starting from the tabs located in the upper right corner:&lt;br /&gt;
* Text: Shows game log all the way up.&lt;br /&gt;
* Info: Opens the info-section with in-game tabs.&lt;br /&gt;
* Wiki: Opens the game wiki in your internet browser.&lt;br /&gt;
* Forum: Opens the game discussion forum in your internet browser.&lt;br /&gt;
* Rules: Opens the rules.&lt;br /&gt;
* Changelog: Opens the changelog.&lt;br /&gt;
&lt;br /&gt;
==The In-Game Tabs==&lt;br /&gt;
* Status: Lists various points of interest such as orders from the Queen and your current status.&lt;br /&gt;
* Admin: The first option in this tab, &#039;Adminhelp&#039;, is something that should always be remembered, adminhelp sends a direct message for questions pertaining gameplay. &#039;Adminwho&#039;, gives a list of in-game admins.&lt;br /&gt;
* IC: Gives a list of In-Character actions that can be done at the moment.&lt;br /&gt;
* OOC: Gives a list of Out-Of-Character actions, which are anything outside of the current game.&lt;br /&gt;
* Preferences: Gives a list of toggleable out-of-character settings.&lt;br /&gt;
&lt;br /&gt;
==The HUD ==&lt;br /&gt;
There should be two or three indicators on the right hand side of your screen. The green man shows your health. It fades to orange, then red, as you take more damage. The letters CRIT mean you are currently dying. You can be saved if someone administers medical treatment in time. It will say DEAD if you are dead. (Marines can sometimes be revived or cloned if they&#039;re DEAD, so consider sticking around in the body.) The gas mask and oxygen tank show whether you have this kind of equipment running. There may be a third icon showing how hungry you are. It&#039;ll disappear when your stomach is satisfied.&lt;br /&gt;
&lt;br /&gt;
==The Buttons ==&lt;br /&gt;
The bottom of the screen has two buttons for your hands. There&#039;s a button that changes your movement speed from fast to slow. There&#039;s a button that changes your intent. There are four intents: Help, Disarm, Grab, Harm. These are very important for interacting. If you charge a Xenomorph with your Help intent active, you&#039;re gonna have a bad time. Another indicator shows your body target. This is the part of the body you&#039;ll attempt to interact with when you click on another player, Marine or Alien. There&#039;s a [Resist] button to free yourself if you&#039;ve been restrained, a button for dropping things from your hands, and another button for throwing them. There are four special weapon buttons clustered together in yellow and black . All the other stuff shows your equipment.&lt;br /&gt;
&lt;br /&gt;
== How to Communicate ==&lt;br /&gt;
Communication is very important! Use the box at the bottom of the screen. There are several methods, but just know three for now:&lt;br /&gt;
&lt;br /&gt;
(1) Use your headset to talk to everyone in your squad. Alpha is :q, Bravo is :b, Charlie is :c, Delta is :d. Examples:&lt;br /&gt;
* Say &amp;quot;:q Marine reporting to Alpha squad.&amp;quot;&lt;br /&gt;
* Say &amp;quot;:q There are multiple aliens in Medbay.&amp;quot;&lt;br /&gt;
* Say &amp;quot;:q We are under attack from the south!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(2) Talk to any Marine around you on the map. Examples:&lt;br /&gt;
* Say &amp;quot;Please grab that gun.&amp;quot;&lt;br /&gt;
* Say &amp;quot;Follow me.&amp;quot;&lt;br /&gt;
* Say &amp;quot;What should I do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(3) Talk out of character (OOC) or local out of character (LOOC) to ask questions about the game and how to do things. You can toggle OOC chat in the menus if it&#039;s distracting. Examples:&lt;br /&gt;
* OOC &amp;quot;How do I eat this MRE? How do I do X?&amp;quot;&lt;br /&gt;
* OOC &amp;quot;Why is there so much lag?&amp;quot;&lt;br /&gt;
* LOOC &amp;quot;Did you see the touchdown in the Seahawks game?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Waking Up ==&lt;br /&gt;
At the start of a shift you&#039;ll wake up in the ships cyro sleep quarters alongside all the other Marines, you&#039;ll be in your marine issued pajamas. The first thing you&#039;ll want to do is hop over to the Canteen to the south and chow down, as cyro sleep will have left you very hungry. Stand next to the vending machines and click them until you find something delicious. Or at least edible. Click the food and drink items that are vended until you&#039;re holding it in your active hand. To eat or drink the item in your active hand, click the icon representing your marine in the middle of the display with the Help intent active. Find a garbage can if necessary and try not to litter.&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve eaten, check your ID Card in the bottom left of the screen to find out which squad you&#039;ve been assigned to. Then head south to your assigned squad&#039;s equipment room so you can suit up.&lt;br /&gt;
&lt;br /&gt;
== Marine Equipment ==&lt;br /&gt;
One key to success is ensuring you&#039;re well equipped. Attacking without a weapon may result in catastrophe. These next steps should prepare you for combat.&lt;br /&gt;
&lt;br /&gt;
# Since you&#039;ve just joined, go down to an equipment locker in your squad&#039;s room and equip your marine uniform, combat boots, combat gloves, M3 armor, helmet, marine belt and a radio headset. Make sure you re-equip your ID card again if you drop it while changing.&lt;br /&gt;
# Go north to any equipment dispenser.&lt;br /&gt;
# [[File:M41a.png|32px]] Get a M41A Pulse Rifle and put it in your armors exosuit-slot.&lt;br /&gt;
# [[File:M4a3.png|32px]] Get a M4A3 Pistol and place it inside your armor.&lt;br /&gt;
# [[File:Knife.png|32px]] Get a M11 Combat Bayonet and slot it inside your combat boots.&lt;br /&gt;
# [[File:M41amag.png|32px]] Take several magazines for your primary long arm, but don&#039;t be a hog. Other Marines need ammo, too.&lt;br /&gt;
# [[File:Flare.gif|32px]] Get flares or flashlights.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can exchange your M41A for a Combat Shotgun or an SMG. You can even decide to not take your backpack and instead use it to hold a second weapon, such as an M41A and a Shotgun. However that can be risky as losing out on your backpack means less ammo and items you can hold.&lt;br /&gt;
&lt;br /&gt;
== Attachments ==&lt;br /&gt;
After gearing up, go to the requisitions office (east of the cafeteria) and get in line to receive your attachments. These are items you can attach to your weapons to either enhance their capability or to add new unique functions. &lt;br /&gt;
&lt;br /&gt;
Because you are a Standard Marine you can normally be issued up to two attachments. The [[Marine_Equipment#Weapon_Attachments|attachments page]] can give you a guide on what attachments you should consider getting. The [[Standard Marine]] page also has a small guide on useful attachment loadouts. Being polite to the Requisitions staff might get you extra stuff. Maybe say please and thank you.&lt;br /&gt;
&lt;br /&gt;
== Briefing Room ==&lt;br /&gt;
Once you&#039;re geared up, your last task is to head to the briefing room, due west of the mess hall, and find a seat in your squad&#039;s seating area. It&#039;s organized by color. The [[Commander]] will be along soon to describe the situation and his overall game plan, as well as issuing your squad their initial orders.&lt;br /&gt;
&lt;br /&gt;
Listen to what your Commander has to say, listen to your Squad Leader, and overall watch your fellow Marines backs. Stay with the team and you&#039;ll do fine.&lt;br /&gt;
&lt;br /&gt;
Hopefully.&lt;br /&gt;
&lt;br /&gt;
== The Dropships to the Surface ==&lt;br /&gt;
After any briefing, climb down the ladders due west of the briefing room. Stand next to a ladder and click it. There are two ways to get to the surface. The Rasputin (or Rasp) is the larger dropship and uses Landing Zone 1 (LZ1). The Pod is smaller and uses Landing Zone 2 (LZ2). Get on whichever ship your squad is using. The ride isn&#039;t smooth, so you&#039;ll want to sit down and buckle in. Stand on top of a chair, click your Marine and drag to the chair. This buckles you in. To release yourself, click the chair. Enjoy the ride down.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The pulse rifle takes two hands to shoot. If it&#039;s in one hand, you&#039;re just carrying it around. To ready it for firing, click on the rifle in your active hand. Your other hand should show that it&#039;s occupied. Also, your character&#039;s graphic should ready the rifle. To shoot the rifle, just point the cursor at a spot and click. Be very careful to avoid hitting Marines. Avoid shooting yourself (which pretty much everybody&#039;s done). It&#039;s recommended to practice weapon control and safety in the firing range on the Sulaco in the east part of the Rasputin&#039;s hangar. To lower the rifle again, click it in your active hand.&lt;br /&gt;
&lt;br /&gt;
To change magazines, either eject it using the special weapon button in the bottom right, or click the weapon with your other hand active. To load the weapon, click it with the magazine hand active. One of the special weapon buttons lets you fire grenades from the pulse rifle. Be careful. They&#039;re dangerous. And they&#039;re limited.&lt;br /&gt;
&lt;br /&gt;
Solo Marines are pretty ineffective against aliens. This is especially true if you&#039;re new. Unless you want to get ninjaed out of the darkness, stick with as many other Marines as you can. For your first game, don&#039;t move around the map much unless somebody gives you an order. Find something useful to guard and guard it, preferably in good cover and good light. There&#039;s no shame in being terrified that the Xenomorphs see very well in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Marine Roleplaying Guide and Expectations=&lt;br /&gt;
* You are a &amp;quot;reasonable person&amp;quot;. Preventing MP arrests verbally or arguing is OK, interfering is NOT. (Unless you have a VERY good RP reason and &amp;quot;MPs are shitlers&amp;quot; or &amp;quot;He&#039;s my best Bro&amp;quot; are not good reasons by themselves unless you&#039;ve been RPing it).&lt;br /&gt;
* Respect the Chain of Command. If someone above you gives you an order, FOLLOW IT.&lt;br /&gt;
* If you&#039;re a Marine, act like it. Don&#039;t break laws or disobey orders and expect nothing to happen. You can object to &amp;quot;questionable&amp;quot; orders and break laws in RP situations, but you wouldn&#039;t be &amp;quot;rioting&amp;quot; just because the RO is a shitler.&lt;br /&gt;
* If you die, you lose 5 minutes of &amp;quot;conscious&amp;quot; memory. Meaning, if you were shot and went into knockout/crit, you don&#039;t remember who shot you, but if your awake/fighting for 5 minutes, you WILL remember who shot you.&lt;br /&gt;
* Relationships are restricted to friends and girl/boyfriends AT THE MOST. Marriages between marines is FORBIDDEN. You&#039;re still part of the military and you&#039;re subject to military rules. The military would NEVER deploy a husband/wife couple on the same ship or unit, let alone the same battalion. Also, don&#039;t use your relationship as an excuse to grief or cause problems. You would probably LOUDLY object to your best friend getting arrested, but you wouldn&#039;t gun-down the MP or interfere without a VERY good reason. (You wouldn&#039;t tackle a cop in real life because he was arresting your friend for being stupid, especially since it&#039;s like, 5-20 minutes in jail. Be REASONABLE.)&lt;br /&gt;
* All Marines and personnel on board the Sulaco know nothing about the Alien infestation, or even that Aliens exist. All they know is that they received a distress signal from the planet and that they may be encountering a hostile force.&lt;br /&gt;
* Survivors are allowed to know everything about the Aliens, such as how facehuggers work and the Aliens themselves.&lt;br /&gt;
* There are no restrictions in knowing how to operate any firearm. However, non-marine personal cannot equip any weapon other than a pistol unless there is a confirmed threat of Aliens attacking the Sulaco or are about to do so.&lt;br /&gt;
* Combat Medics do not know how to perform surgery. Only Medical Doctors or the Chief Medical Officer know how to perform surgery.&lt;br /&gt;
* Marines DO NOT initially know what Facehuggers do. However, a Medical scan or a MedicalHUD can confirm that a unknown biological parasite is inside a victim of a Facehugger and that logic dictates that it should be removed or examined at the earliest possible chance.&lt;br /&gt;
* In general avoid performing tasks your round start role would not know how to do, such as a Squad Leader hacking a door or a Cargo Technician operating a overwatch console.&lt;br /&gt;
* Command (CO, XO, Bridge Officer), Medical (MD, CMO) and Engineering staff (CE, Maint Tech) on board the Sulaco cannot leave the Sulaco UNLESS it is to go to a established Forward Operating Base or they are abandoning ship.&lt;br /&gt;
* Only a single Medical Doctor, and a single Maintenance Technician, can go to a established FoB.&lt;br /&gt;
* Military Police can not leave the Sulaco unless they are doing so to track down a rogue Marine who is not on the Sulaco or they are escorting/piloting a Dropship. Military Police are expected to return to the Sulaco ASAP.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tips =&lt;br /&gt;
* Don&#039;t panic.&lt;br /&gt;
* Follow orders.&lt;br /&gt;
* Stay with the Squad Leader unless otherwise ordered.&lt;br /&gt;
* &#039;&#039;&#039;Never&#039;&#039;&#039; go anywhere alone.&lt;br /&gt;
* Communicate as much as possible with your squad. It would be hard to talk too much.&lt;br /&gt;
* Report all enemy contact.&lt;br /&gt;
* Damage is realistic and getting wounded sucks. Don&#039;t rambo around or charge in.&lt;br /&gt;
* The stationary side usually has the advantage. Be still and force the enemy to come to you.&lt;br /&gt;
* Be safe, fall back, stay alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Additional Reading =&lt;br /&gt;
The following are some links that go further into explaining details and some other Marine roles:&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=57&amp;amp;t=5093 Roleplaying Guide]&lt;br /&gt;
* [[Standard_Marine|Standard Marine Wiki Page]]: Provides some quick tips.&lt;br /&gt;
* [[Marine_Equipment|Marine Equipment Wiki Page]]: Allows you to see all weapons and attachments the game has to offer.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=2666 World of Guns]: Descriptions of weapons&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=1140 Firefight Conduct]: How to kill aliens and not each other&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8010 USCMC Standard: Boot Camp]: How not to be a Boot.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8216 Learn our lingo Boot]: Marine lingo.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=135&amp;amp;t=8977&amp;amp;sid=02e89527bf7f41239c657af45ab707ca The Guide of Xur Part One]: Guide to Job Expectations&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=3126 Specialist Guide] &#039;&#039;by Steelpoint&#039;&#039;: A guide on the [[Specialist]] role, provides a overview of the role&#039;s weapons, loadout and expectations. &lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=7285 Comprehensive Combat Medic Guide] &#039;&#039;by Jess&#039;&#039;: Provides a very in depth examination of the [[Combat Medic]] and a optimal load out and examination of the Medics tools and items, as well as procedures to triage casualties.&lt;br /&gt;
* [http://www.colonial-marines.com/viewtopic.php?f=94&amp;amp;t=7164 How Not To Suck At Combat Engineer] &#039;&#039;by Surrealistik&#039;&#039;: A questionable but nevertheless ok guide to being a [[Combat Engineer]].&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Slang&amp;diff=1582</id>
		<title>Slang</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Slang&amp;diff=1582"/>
		<updated>2016-10-06T18:42:15Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Colonial Marines has a variety of slang and acronyms used. This is an uncompleted compilation of slang that can be found used on the server.&lt;br /&gt;
=== All Marine Slang &amp;amp; acronyms ===&lt;br /&gt;
* AWOL = Away Without Official Leave = Desertion&lt;br /&gt;
* Boot = Rookie&lt;br /&gt;
* BO = Bridge officer&lt;br /&gt;
* CE = Chief Engineer&lt;br /&gt;
* Civie = Civilian&lt;br /&gt;
* Cheyenne = Dropship&lt;br /&gt;
* Chrome-Dome = Bald marine&lt;br /&gt;
* Cue Ball = Bald marine&lt;br /&gt;
* CL = Corporate Liaison&lt;br /&gt;
* CMO = Chief Medical Officer&lt;br /&gt;
* CO = Commander&lt;br /&gt;
* CT = Cargo Technician&lt;br /&gt;
* Doc = Doctor&lt;br /&gt;
* Engie= Engineer&lt;br /&gt;
* FF = Friendly Fire&lt;br /&gt;
* FUBAR = Fucked Up Beyond All Repair/Recovery/Recognition&lt;br /&gt;
* FOB = Field Operating Base&lt;br /&gt;
* Frag = (Fragmentation) Grenade&lt;br /&gt;
* Flamer = Flamethrower&lt;br /&gt;
* Grunt = Basic Soldier / Marine&lt;br /&gt;
* Gyro = Gyroscopic Stabilizer&lt;br /&gt;
* HQ = Headquarters&lt;br /&gt;
* IB = Iron Bears&lt;br /&gt;
* KIA = Killed In Action = Confirmed Death&lt;br /&gt;
* KOS = Kill On Sight&lt;br /&gt;
* LOS = Line of Sight / Lane of Sight&lt;br /&gt;
* LZ = Landing Zone&lt;br /&gt;
* Mag = Magazine&lt;br /&gt;
* Mag harness = Magnetic Harness&lt;br /&gt;
* Medevac/Medivac = Medical Evac (via dropship or drop pod)&lt;br /&gt;
* MIA = Missing In Action = Contact lost with the marine&lt;br /&gt;
* MP = Military Police&lt;br /&gt;
* MT= Maintenance Technician&lt;br /&gt;
* &#039;Nade = Grenade&lt;br /&gt;
* OB = Orbital Beacon / Bombardment&lt;br /&gt;
* Pajamarine = Any marine who forgets to put on his or her uniform&lt;br /&gt;
* PMC = Private Military Contractors&lt;br /&gt;
* PO = Pilot Officer.&lt;br /&gt;
* Rasputin = The Sulaco&#039;s Dropship&lt;br /&gt;
* Re = Researcher&lt;br /&gt;
* RDS = Red Dot sight&lt;br /&gt;
* RO = Requisitions officer/ Requestions office&lt;br /&gt;
* Sentry = UA 571-C Automated Sentry Gun &lt;br /&gt;
* Shrap Head = Colonial Marine&lt;br /&gt;
* SL = Squad Leader&lt;br /&gt;
* SM = Super Matter&lt;br /&gt;
* Spec = Specialist&lt;br /&gt;
* SSD = Space Sleep Disorder, an Ingame term to say that the player is away from the keyboard or closed his client and left the game.&lt;br /&gt;
* Vindicator = Drop pod&lt;br /&gt;
* Wey-Yu = Weyland-Yutani&lt;br /&gt;
*WIA = Wounded-in-Action&lt;br /&gt;
* XO = Executive Officer&lt;br /&gt;
&lt;br /&gt;
=== Alien Slang &amp;amp; acronyms ===&lt;br /&gt;
* Hosts = Infectable entities&lt;br /&gt;
* Jelly = Royal Jelly&lt;br /&gt;
* Metal Bird = Dropship&lt;br /&gt;
* Metal Box = Drop pod&lt;br /&gt;
* Metal Spitter = Sentry Gun&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1581</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1581"/>
		<updated>2016-10-06T17:10:36Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Standard.png&lt;br /&gt;
|jobtitle = Standard Marine&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Follow your superior&#039;s orders, don&#039;t die.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&lt;br /&gt;
I don&#039;t know who you pissed off to get transferred to this unit, Grunt, but remember, you&#039;re in the United States Colonial Marine Corps. Follow your sergeant&#039;s orders and don&#039;t ask too many questions. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. Do your job, follow orders, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Cog In The Machine ====&lt;br /&gt;
----&lt;br /&gt;
If you haven&#039;t read the [[Marine Quickstart Guide]], read that first.&lt;br /&gt;
&lt;br /&gt;
As a Standard Marine you will be assigned to one of four squads. Each squad has a color so you new guys won&#039;t get lost: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. Got that? Good. You&#039;ve just been kicked out of the deep freeze after a solid three weeks of sleep so don&#039;t go bitching about how you&#039;re tired. Your body will be stiff and you&#039;ll be hungry so head to the mess for a hearty meal courtesy of the USCM. Just don&#039;t ask what animal it came from. To eat and drink, hold food or drink in an active hand and click yourself in the center of the screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== This is my rifle =====&lt;br /&gt;
Did you git some food in your tummy? Good. Now move your ass and put on your damn pants, Grunt! Double time it to your team&#039;s locker room at the far end of the mess and open any locker and put on your uniform. Are you wearing your pants now? Check again because I swear if you aren&#039;t I&#039;ll shove my boot so far up your ass you&#039;ll have to shine it by gargling shoe polish, Grunt! Now what the Hell are you standing around for? Get your ass to the gear vendors!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, as a the marine equivalent of whale shit at the bottom of the ocean, you have access to five firearms of your choosing, one primary, two secondaries, and two sidearms. In an ideal world, you&#039;ll be smart enough not to grab the whole arsenal so those jackasses you call squad mates don&#039;t have to deploy with rocks and the stapler from Requisitions. That means try to limit yourself to your M41 and your sidearm. Stop slapping the armor piercing ammo button and pay attention. There&#039;s two ways this can play out. Either you keep your mags in that backpack you woke up with and grab a holster for your sidearm or you ditch the ruck, carry your ammo in a bandolier, and pack a little more firepower on your back. Now, you&#039;re probably asking, &amp;quot;But, Sir! Why do you want me to carry the M41? Can&#039;t I carry the M37 or M39?&amp;quot; To that I say, &amp;quot;Don&#039;t call me &#039;Sir;&#039; I work for a living.&amp;quot; You should be carrying the M41A Mk.2 Pulse Rifle because it&#039;s a Hell of a lot easier to use than the M37 shotgun and packs more punch than the M39 submachine gun. The shotgun is better used as a secondary on your back and the SMG is best left for the people who need a free hand. Stop eyeballing the specialist&#039;s weapon, Grunt! You think you&#039;re Carlos Hathcock? You want a big shooty shooty too? well you shouldn&#039;t have joined the Marines! You want logistics, join the Army.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:M41a.png|32px]] &#039;&#039;&#039;M41A Mk.2 Pulse Rifle:&#039;&#039;&#039; This baby&#039;s the workhorse and backbone of the USCM. It holds forty 10X24mm caseless rounds, takes a slew of attachment, has a live ammo counter, and sports an over-and-under 30 millimeter pump action grenade launcher. Take care of it and it&#039;ll take care of you. &lt;br /&gt;
&lt;br /&gt;
* [[File:Shotgun.png|32px]] &#039;&#039;&#039;M37A2 Shotgun:&#039;&#039;&#039; These shotguns have been in service since Vietnam back in the 20th century and knowing our QM, the Sulaco&#039;s supply of M37s probably saw action there too. They&#039;re powerful weapons that can put a dinner plate sized hole in just about anyone you encounter, but that 18 inch barrel means that you won&#039;t be hitting anything outside of pissing distance. If you plan on bringing one of these, be sure to pack your M41.&lt;br /&gt;
&lt;br /&gt;
* [[File:M4a3.png|32px]] &#039;&#039;&#039;M4A3 Service Pistol:&#039;&#039;&#039; The saying that the only reason you should be firing your sidearm is if you&#039;re out of ammo or on your way to your primary holds true with the M4 series of pistols. It&#039;ll put a hole in unarmored targets, sure, but it&#039;ll just piss off anyone wearing more than a light sweater. It holds twelve 9mm rounds and you&#039;ll need every one of them.&lt;br /&gt;
&lt;br /&gt;
* [[File:44magnum.png|32px]] &#039;&#039;&#039;M44 Combat Revolver:&#039;&#039;&#039; So, what, you think you&#039;re Dirty-fucking-Harry? The M44&#039;s a beast and not just in firepower. Unwieldly, ugly, and mean; she&#039;s not the prettiest girl at the dance, but she&#039;ll turn a few heads. Then she&#039;ll keep turning &#039;em until they come off. It holds six rounds and God help anyone you manage to tag with one.&lt;br /&gt;
&lt;br /&gt;
*  [[File:M39.png|32px]] &#039;&#039;&#039;M39 Submachine Gun:&#039;&#039;&#039; The M41 series&#039;s little cousin, the M39 fires 10X20mm caseless and holds 48 rounds per mag. As a Grunt, you shouldn&#039;t be looking at this except as a replacement for your sidearm. Other than that, leave it for the shrap-heads who know what they&#039;re doing.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Your Squad =====&lt;br /&gt;
See those chrome-domes, snowcones, and badass wannabes over there? Those ass-hats are your fellow squaddies. Stay near them and you might not go home in a box. Stay on comms and let your squad know if you see anything out of the ordinary. If you find yourself standing around with some other jackasses who aren&#039;t wearing the same color as you, you fucked up. Go find your squad. That hardass with the funny stripes on his helmet? That&#039;s your [[Squad Leader]]. The squad leader&#039;s orders are the will of God and should be treated as such. The moron with the big gun? That&#039;s your specialist. Leave the specialist alone. Don&#039;t fuck with the corpsmen and the com-techs and they won&#039;t fuck with you. Okay, Grunt, time for a recap. Do what you&#039;re told and don&#039;t shoot your squad.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== [[Marine_Equipment#Weapon_Attachments|Attachments]] =====&lt;br /&gt;
As a Standard Marine you are given the privilege of having access to two attachments from Cargo, to get these attachments you must go to the Cargo bay, located to the east of the mess hall, &#039;&#039;&#039;AFTER&#039;&#039;&#039; you have suited up in your gear, Cargo will not serve you if you rock up in your pyjamas. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Again, because you&#039;re a Standard Marine you have the &#039;&#039;&#039;LOWEST&#039;&#039;&#039; priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Listed below are some simple attachment set-ups to start you off. These are for the M41A Rifle, but you can customise virtually any weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Bayonet/Rail Light&#039;&#039; - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bayonet/Red Dot sight/Forward Magazine Grip&#039;&#039; - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to accurately hit even the smallest of Xenos at the longest of ranges, while allowing you to deal a respectable amount of melee damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Extended Barrel/Rail Light/Gyroscopic Stabilizer&#039;&#039;- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage. For example, you can still fire you weapon even if you lose a arm. The Gyro Stabilizer serves to make the weapon one handed while the Extended Barrel cancels out the accuracy penalty of the Stabilizer. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure to examine the [[Marine_Equipment#Weapon_Attachments|attachments page]] to get a overview of all the attachments in the game. When you feel comfortable (and you promote yourself to a more difficult role), experiment with weapon attachments for your guns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Center Mass For Fuck&#039;s Sake ====&lt;br /&gt;
----&lt;br /&gt;
When engaging hostile targets ALWAYS AIM FOR THE CHEST. Your marine armour is designed to block incoming bullets, meaning if accidently fire on a friendly (which will happen a lot versus Aliens) you&#039;ll deal little to no damage against fellow marines. However if you aim for the head you&#039;ll deal significant damage as a marine&#039;s helmet offers little protection against ballistic attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Being shot in the head usually forces the victim to be pulled of the battlefield and be sent off for a surgical operation to correct the wound. Whereas being shot in the chest is usually just an annoyance, you can still break bones and cause organ damage however...&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Aliens DO take additional damage from head shots, but you should still try to aim to the chest instead of head&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Standard Marine Tactics ====&lt;br /&gt;
------&lt;br /&gt;
# Stick with your squad at all times, a lone Marine is a easily ambushed Marine. Your first priority is to stay alive.&lt;br /&gt;
# Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical, or specialist supplies.&lt;br /&gt;
# Talk a lot! The more you communicate with your squad, the more information your squad AND command gets. Command has a hard time understanding the situation on the ground. Help those eggheads out.&lt;br /&gt;
# Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot.&lt;br /&gt;
# In combat, avoid getting stuck in tight quarters or darkness. Use your weapon to shoot away resin walls and open up the combat area. Aliens are less deadly if they&#039;re forced to fight in open ground or bright light.  Fighting in a open arena gives you more room to dodge.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1580</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1580"/>
		<updated>2016-10-06T16:49:21Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Standard.png&lt;br /&gt;
|jobtitle = Standard Marine&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Follow your superior&#039;s orders, don&#039;t die.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&lt;br /&gt;
I don&#039;t know who you pissed off to get transferred to this unit, Grunt, but remember, you&#039;re in the United States Colonial Marine Corps. Follow your sergeant&#039;s orders and don&#039;t ask too many questions. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. Do your job, follow orders, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Cog In The Machine ====&lt;br /&gt;
----&lt;br /&gt;
If you haven&#039;t read the [[Marine Quickstart Guide]], read that first.&lt;br /&gt;
&lt;br /&gt;
As a Standard Marine you will be assigned to one of four squads. Each squad has a color so you new guys won&#039;t get lost: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. Got that? Good. You&#039;ve just been kicked out of the deep freeze after a solid three weeks of sleep so don&#039;t go bitching about how you&#039;re tired. Your body will be stiff and you&#039;ll be hungry so head to the mess for a hearty meal courtesy of the USCM. Just don&#039;t ask what animal it came from. To eat and drink, hold food or drink in an active hand and click yourself in the center of the screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== This is my rifle =====&lt;br /&gt;
Did you git some food in your tummy? Good. Now move your ass and put on your damn pants, Grunt! Double time it to your team&#039;s locker room at the far end of the mess and open any locker and put on your uniform. Are you wearing your pants now? Check again because I swear if you aren&#039;t I&#039;ll shove my boot so far up your ass you&#039;ll have to shine it by gargling shoe polish, Grunt! Now what the Hell are you standing around for? Get your ass to the gear vendors!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, as a the marine equivalent of whale shit at the bottom of the ocean, you have access to five firearms of your choosing, one primary, two secondaries, and two sidearms. In an ideal world, you&#039;ll be smart enough not to grab the whole arsenal so those jackasses you call squad mates don&#039;t have to deploy with rocks and the stapler from Requisitions. That means try to limit yourself to your M41 and your sidearm. Stop slapping the armor piercing ammo button and pay attention. There&#039;s two ways this can play out. Either you keep your mags in that backpack you woke up with and grab a holster for your sidearm or you ditch the ruck, carry your ammo in a bandolier, and pack a little more firepower on your back. Now, you&#039;re probably asking, &amp;quot;But, Sir! Why do you want me to carry the M41? Can&#039;t I carry the M37 or M39?&amp;quot; To that I say, &amp;quot;Don&#039;t call me &#039;Sir;&#039; I work for a living.&amp;quot; You should be carrying the M41A Mk.2 Pulse Rifle because it&#039;s a Hell of a lot easier to use than the M37 shotgun and packs more punch than the M39 submachine gun. The shotgun is better used as a secondary on your back and the SMG is best left for the people who need a free hand. Stop eyeballing the specialist&#039;s weapon, Grunt! You think you&#039;re Carlos Hathcock? You want a big shooty shooty too? well you shouldn&#039;t have joined the Marines! You want logistics, join the Army.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:M41a.png|32px]] &#039;&#039;&#039;M41A Mk.2 Pulse Rifle:&#039;&#039;&#039; This baby&#039;s the workhorse and backbone of the USCM. It holds forty 10X24mm caseless rounds, takes a slew of attachment, has a live ammo counter, and sports an over-and-under 30 millimeter pump action grenade launcher. Take care of it and it&#039;ll take care of you. &lt;br /&gt;
&lt;br /&gt;
* [[File:Shotgun.png|32px]] &#039;&#039;&#039;M37A2 Shotgun:&#039;&#039;&#039; These shotguns have been in service since Vietnam back in the 20th century and knowing our QM, the Sulaco&#039;s supply of M37s probably saw action there too. They&#039;re powerful weapons that can put a dinner plate sized hole in just about anyone you encounter, but that 18 inch barrel means that you won&#039;t be hitting anything outside of pissing distance. If you plan on bringing one of these, be sure to pack your M41.&lt;br /&gt;
&lt;br /&gt;
* [[File:M4a3.png|32px]] &#039;&#039;&#039;M4A3 Service Pistol:&#039;&#039;&#039; The saying that the only reason you should be firing your sidearm is if you&#039;re out of ammo or on your way to your primary holds true with the M4 series of pistols. It&#039;ll put a hole in unarmored targets, sure, but it&#039;ll just piss off anyone wearing more than a light sweater. It holds twelve 9mm rounds and you&#039;ll need every one of them.&lt;br /&gt;
&lt;br /&gt;
* [[File:44magnum.png|32px]] &#039;&#039;&#039;M44 Combat Revolver:&#039;&#039;&#039; Powerful pistol capable of dealing a lot of damage, but suffers from having similar weight to the SMG.  Consider getting a holster webbing to carry this on your jumpsuit if you take one, however this weapon is oft used by [[Specialist|Specialists]] wielding very heavy weapons. 7 Bullets&lt;br /&gt;
&lt;br /&gt;
*  [[File:M39.png|32px]] &#039;&#039;&#039;M39 Submachine Gun:&#039;&#039;&#039; Usually used as a primary weapon for [[Specialist|Specialists]], this can make a acceptable fallback weapon in a pinch. Suffers from dealing low damage to targets and being ineffective against high tier aliens. 35 Rounds&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Your Squad =====&lt;br /&gt;
As a Marine your squad is your lifeblood. If you go out alone, you will die quickly. You may not like it, but do whatever you can to stick togther with your team&#039;s [[Squad Leader]] at all times. Your Squad Leader can communicate directly with high command, allowing him to quickly relay orders to you. In addition he can order in orbital supply drops and orbital artillery strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== [[Marine_Equipment#Weapon_Attachments|Attachments]] =====&lt;br /&gt;
As a Standard Marine you are given the privilege of having access to two attachments from Cargo, to get these attachments you must go to the Cargo bay, located to the east of the mess hall, &#039;&#039;&#039;AFTER&#039;&#039;&#039; you have suited up in your gear, Cargo will not serve you if you rock up in your pyjamas. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Again, because you&#039;re a Standard Marine you have the &#039;&#039;&#039;LOWEST&#039;&#039;&#039; priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Listed below are some simple attachment set-ups to start you off. These are for the M41A Rifle, but you can customise virtually any weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Bayonet/Rail Light&#039;&#039; - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bayonet/Red Dot sight/Forward Magazine Grip&#039;&#039; - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to accurately hit even the smallest of Xenos at the longest of ranges, while allowing you to deal a respectable amount of melee damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Extended Barrel/Rail Light/Gyroscopic Stabilizer&#039;&#039;- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage. For example, you can still fire you weapon even if you lose a arm. The Gyro Stabilizer serves to make the weapon one handed while the Extended Barrel cancels out the accuracy penalty of the Stabilizer. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure to examine the [[Marine_Equipment#Weapon_Attachments|attachments page]] to get a overview of all the attachments in the game. When you feel comfortable (and you promote yourself to a more difficult role), experiment with weapon attachments for your guns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Center Mass For Fuck&#039;s Sake ====&lt;br /&gt;
----&lt;br /&gt;
When engaging hostile targets ALWAYS AIM FOR THE CHEST. Your marine armour is designed to block incoming bullets, meaning if accidently fire on a friendly (which will happen a lot versus Aliens) you&#039;ll deal little to no damage against fellow marines. However if you aim for the head you&#039;ll deal significant damage as a marine&#039;s helmet offers little protection against ballistic attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Being shot in the head usually forces the victim to be pulled of the battlefield and be sent off for a surgical operation to correct the wound. Whereas being shot in the chest is usually just an annoyance, you can still break bones and cause organ damage however...&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Aliens DO take additional damage from head shots, but you should still try to aim to the chest instead of head&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Standard Marine Tactics ====&lt;br /&gt;
------&lt;br /&gt;
# Stick with your squad at all times, a lone Marine is a easily ambushed Marine. Your first priority is to stay alive.&lt;br /&gt;
# Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical, or specialist supplies.&lt;br /&gt;
# Talk a lot! The more you communicate with your squad, the more information your squad AND command gets. Command has a hard time understanding the situation on the ground. Help those eggheads out.&lt;br /&gt;
# Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot.&lt;br /&gt;
# In combat, avoid getting stuck in tight quarters or darkness. Use your weapon to shoot away resin walls and open up the combat area. Aliens are less deadly if they&#039;re forced to fight in open ground or bright light.  Fighting in a open arena gives you more room to dodge.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1578</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1578"/>
		<updated>2016-10-06T16:18:13Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Standard.png&lt;br /&gt;
|jobtitle = Standard Marine&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Follow your superior&#039;s orders, don&#039;t die.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&lt;br /&gt;
I don&#039;t know who you pissed off to get transferred to this unit, Grunt, but remember, you&#039;re in the United States Colonial Marine Corps. Follow your sergeant&#039;s orders and don&#039;t ask too many questions. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. Do your job, follow orders, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Cog In The Machine ====&lt;br /&gt;
----&lt;br /&gt;
If you haven&#039;t read the [[Marine Quickstart Guide]], read that first.&lt;br /&gt;
&lt;br /&gt;
As a Standard Marine you will be assigned to one of four squads. Each squad has a color so you new guys won&#039;t get lost: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. Got that? Good. You&#039;ve just been kicked out of the deep freeze after a solid three weeks of sleep so don&#039;t go bitching about how you&#039;re tired. Your body will be stiff and you&#039;ll be hungry so head to the mess for a hearty meal courtesy of the USCM. Just don&#039;t ask what animal it came from. To eat and drink, hold food or drink in an active hand and click yourself in the center of the screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== This is my rifle =====&lt;br /&gt;
Did you git some food in your tummy? Good. Now move your ass and put on your damn pants, Grunt! Double time it to your team&#039;s locker room at the far end of the mess and open any locker and put on your uniform. Are you wearing your pants now? Check again because I swear if you aren&#039;t I&#039;ll shove my boot so far up your ass you&#039;ll have to shine it by gargling shoe polish, Grunt! Now what the Hell are you standing around for? Get your ass to the gear vendors!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, as a the marine equivalent of whale shit at the bottom of the ocean, you have access to five firearms of your choosing, two primary, one secondary and two sidearms. In an ideal world, you&#039;ll be smart enough not to grab the whole arsenal so those jackasses you call squad mates don&#039;t have to deploy with rocks and the stapler from Requisitions. That means try to limit yourself to your M41 and your sidearm. Stop slapping the armor piercing ammo button and pay attention. There&#039;s two ways this can play out. Either you keep your mags in that backpack you woke up with and grab a holster for your sidearm or you ditch the ruck, carry your ammo in a bandolier, and pack a little more firepower on your back. Now, you&#039;re probably asking, &amp;quot;But, Sir! Why do you want me to carry the M41? Can&#039;t I carry the M37 or M39?&amp;quot; To that I say, &amp;quot;Don&#039;t call me &#039;Sir;&#039; I work for a living.&amp;quot; You should be carrying the M41A Mk.2 Pulse Rifle because it&#039;s a Hell of a lot easier to use than the M37 shotgun and packs more punch than the M39 submachine gun. The shotgun is better used as a secondary on your back and the SMG is best left for the people who need a free hand. Stop eyeballing the specialist&#039;s weapon, Grunt! You think you&#039;re Carlos Hathcock? You want a big shooty shooty too? well you shouldn&#039;t have joined the Marines! You want logistics, join the Army.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:M41a.png|32px]] M41A Mk.2 Pulse Rifle --  This baby&#039;s the workhorse and backbone of the USCM. It holds forty 10X24mm caseless rounds, takes a slew of attachment, has a live ammo counter, and sports an over-and-under 30 millimeter pump action grenade launcher. Take care of it and it&#039;ll take care of you. &lt;br /&gt;
&lt;br /&gt;
* [[File:M4a3.png|32px]] Pistol -- &#039;&#039;&#039;Sidearm.&#039;&#039;&#039; Easily carryable sidearm this weapon has a slow rate of fire and deals mediocre damage, but is a reliable fallback weapon in a worst case scenario can can be placed in your pockets or other small containers. 12 Bullets&lt;br /&gt;
&lt;br /&gt;
* [[File:44magnum.png|32px]] Magnum -- &#039;&#039;&#039;Sidearm&#039;&#039;&#039; Powerful pistol capable of dealing a lot of damage, but suffers from having similar weight to the SMG.  Consider getting a holster webbing to carry this on your jumpsuit if you take one, however this weapon is oft used by [[Specialist|Specialists]] wielding very heavy weapons. 7 Bullets&lt;br /&gt;
&lt;br /&gt;
*  [[File:M39.png|32px]] SMG -- &#039;&#039;&#039;Secondary&#039;&#039;&#039; Usually used as a primary weapon for [[Specialist|Specialists]], this can make a acceptable fallback weapon in a pinch. Suffers from dealing low damage to targets and being ineffective against high tier aliens. 35 Rounds&lt;br /&gt;
&lt;br /&gt;
* [[File:Shotgun.png|32px]] Shotgun -- &#039;&#039;&#039;Primary&#039;&#039;&#039; Good for close encounters. Powerful weapon that can deal a lot of damage to any target. Suffers from having to reload each shell individually as well as having to cock the gun after each shot. 8 Shells  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== Your Squad =====&lt;br /&gt;
As a Marine your squad is your lifeblood. If you go out alone, you will die quickly. You may not like it, but do whatever you can to stick togther with your team&#039;s [[Squad Leader]] at all times. Your Squad Leader can communicate directly with high command, allowing him to quickly relay orders to you. In addition he can order in orbital supply drops and orbital artillery strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== [[Marine_Equipment#Weapon_Attachments|Attachments]] =====&lt;br /&gt;
As a Standard Marine you are given the privilege of having access to two attachments from Cargo, to get these attachments you must go to the Cargo bay, located to the east of the mess hall, &#039;&#039;&#039;AFTER&#039;&#039;&#039; you have suited up in your gear, Cargo will not serve you if you rock up in your pyjamas. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Again, because you&#039;re a Standard Marine you have the &#039;&#039;&#039;LOWEST&#039;&#039;&#039; priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Listed below are some simple attachment set-ups to start you off. These are for the M41A Rifle, but you can customise virtually any weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Bayonet/Rail Light&#039;&#039; - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bayonet/Red Dot sight/Forward Magazine Grip&#039;&#039; - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to accurately hit even the smallest of Xenos at the longest of ranges, while allowing you to deal a respectable amount of melee damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Extended Barrel/Rail Light/Gyroscopic Stabilizer&#039;&#039;- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage. For example, you can still fire you weapon even if you lose a arm. The Gyro Stabilizer serves to make the weapon one handed while the Extended Barrel cancels out the accuracy penalty of the Stabilizer. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure to examine the [[Marine_Equipment#Weapon_Attachments|attachments page]] to get a overview of all the attachments in the game. When you feel comfortable (and you promote yourself to a more difficult role), experiment with weapon attachments for your guns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Center Mass For Fuck&#039;s Sake ====&lt;br /&gt;
----&lt;br /&gt;
When engaging hostile targets ALWAYS AIM FOR THE CHEST. Your marine armour is designed to block incoming bullets, meaning if accidently fire on a friendly (which will happen a lot versus Aliens) you&#039;ll deal little to no damage against fellow marines. However if you aim for the head you&#039;ll deal significant damage as a marine&#039;s helmet offers little protection against ballistic attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Being shot in the head usually forces the victim to be pulled of the battlefield and be sent off for a surgical operation to correct the wound. Whereas being shot in the chest is usually just an annoyance, you can still break bones and cause organ damage however...&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Aliens DO take additional damage from head shots, but you should still try to aim to the chest instead of head&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Standard Marine Tactics ====&lt;br /&gt;
------&lt;br /&gt;
# Stick with your squad at all times, a lone Marine is a easily ambushed Marine. Your first priority is to stay alive.&lt;br /&gt;
# Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical, or specialist supplies.&lt;br /&gt;
# Talk a lot! The more you communicate with your squad, the more information your squad AND command gets. Command has a hard time understanding the situation on the ground. Help those eggheads out.&lt;br /&gt;
# Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot.&lt;br /&gt;
# In combat, avoid getting stuck in tight quarters or darkness. Use your weapon to shoot away resin walls and open up the combat area. Aliens are less deadly if they&#039;re forced to fight in open ground or bright light.  Fighting in a open arena gives you more room to dodge.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1577</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1577"/>
		<updated>2016-10-06T15:50:08Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Standard.png&lt;br /&gt;
|jobtitle = Standard Marine&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Follow your superior&#039;s orders, don&#039;t die.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&lt;br /&gt;
I don&#039;t know who you pissed off to get transferred to this unit, Grunt, but remember, you&#039;re in the United States Colonial Marine Corps. Follow your sergeant&#039;s orders and don&#039;t ask too many questions. Whether you&#039;ve been to Hell and back or you&#039;re fresh out of Boot, you&#039;re expected to maintain a level of professionalism. Do your job, follow orders, and maybe you&#039;ll go home in one piece.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Cog In The Machine ====&lt;br /&gt;
----&lt;br /&gt;
If you haven&#039;t read the [[Marine Quickstart Guide]], read that first.&lt;br /&gt;
&lt;br /&gt;
As a Standard Marine you will be assigned to one of four squads. Each squad has a color so you new guys won&#039;t get lost: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. Got that? Good. You&#039;ve just been kicked out of the deep freeze after a solid three weeks of sleep so don&#039;t go bitching about how you&#039;re tired. Your body will be stiff and you&#039;ll be hungry so head to the mess for a hearty meal courtesy of the USCM. Just don&#039;t ask what animal it came from. To eat and drink, hold food or drink in an active hand and click yourself in the center of the screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== This is my rifle =====&lt;br /&gt;
Did you git some food in your tummy? Good. Now move your ass and put on your damn pants, Grunt! Double time it to your team&#039;s locker room at the far end of the mess and open any locker and put on your uniform. Are you wearing your pants now? Check again because I swear if you aren&#039;t I&#039;ll shove my boot so far up your ass you&#039;ll have to shine it by gargling shoe polish, Grunt! Now what the Hell are you standing around for? Get your ass to the gear vendors!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now, as a the marine equivalent of whale shit at the bottom of the ocean, you have access to five firearms of your choosing, two primary, one secondary and two sidearms. You can only easily carry one primary weapon but can carry multiple secondary and sidearms. Your primary weapons are two-handed meaning you must carry them in both hands in order to fire them (unless you use a gyroscopic attachment). To wield a weapon with two hands, click it while it&#039;s in your active hand. Secondary weapons and sidearms are one handed. In addition, your primary weapons will only fit in your armor slot, you cannot put them in your backpack. You can sling a primary weapon on your backpack slot, which is not a bad idea since you can use webbing and your Marine belt to carry ammo. This allows you to carry two primary or secondary weapons into battle, such as a SMG and a M41A.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:M4a3.png|32px]] Pistol -- &#039;&#039;&#039;Sidearm.&#039;&#039;&#039; Easily carryable sidearm this weapon has a slow rate of fire and deals mediocre damage, but is a reliable fallback weapon in a worst case scenario can can be placed in your pockets or other small containers. 12 Bullets&lt;br /&gt;
&lt;br /&gt;
* [[File:44magnum.png|32px]] Magnum -- &#039;&#039;&#039;Sidearm&#039;&#039;&#039; Powerful pistol capable of dealing a lot of damage, but suffers from having similar weight to the SMG.  Consider getting a holster webbing to carry this on your jumpsuit if you take one, however this weapon is oft used by [[Specialist|Specialists]] wielding very heavy weapons. 7 Bullets&lt;br /&gt;
&lt;br /&gt;
*  [[File:M39.png|32px]] SMG -- &#039;&#039;&#039;Secondary&#039;&#039;&#039; Usually used as a primary weapon for [[Specialist|Specialists]], this can make a acceptable fallback weapon in a pinch. Suffers from dealing low damage to targets and being ineffective against high tier aliens. 35 Rounds&lt;br /&gt;
&lt;br /&gt;
* [[File:Shotgun.png|32px]] Shotgun -- &#039;&#039;&#039;Primary&#039;&#039;&#039; Good for close encounters. Powerful weapon that can deal a lot of damage to any target. Suffers from having to reload each shell individually as well as having to cock the gun after each shot. 8 Shells  &lt;br /&gt;
&lt;br /&gt;
* [[File:M41a.png|32px]] Pulse Rifle -- &#039;&#039;&#039;Primary&#039;&#039;&#039; Overall robust and effective long arm. Deals good damage against most targets and is overall a reliable gun, upgrades from attachments can further increase the power of this weapon.. 30 Rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== Your Squad =====&lt;br /&gt;
As a Marine your squad is your lifeblood. If you go out alone, you will die quickly. You may not like it, but do whatever you can to stick togther with your team&#039;s [[Squad Leader]] at all times. Your Squad Leader can communicate directly with high command, allowing him to quickly relay orders to you. In addition he can order in orbital supply drops and orbital artillery strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== [[Marine_Equipment#Weapon_Attachments|Attachments]] =====&lt;br /&gt;
As a Standard Marine you are given the privilege of having access to two attachments from Cargo, to get these attachments you must go to the Cargo bay, located to the east of the mess hall, &#039;&#039;&#039;AFTER&#039;&#039;&#039; you have suited up in your gear, Cargo will not serve you if you rock up in your pyjamas. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Again, because you&#039;re a Standard Marine you have the &#039;&#039;&#039;LOWEST&#039;&#039;&#039; priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Listed below are some simple attachment set-ups to start you off. These are for the M41A Rifle, but you can customise virtually any weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Bayonet/Rail Light&#039;&#039; - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bayonet/Red Dot sight/Forward Magazine Grip&#039;&#039; - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to accurately hit even the smallest of Xenos at the longest of ranges, while allowing you to deal a respectable amount of melee damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Extended Barrel/Rail Light/Gyroscopic Stabilizer&#039;&#039;- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage. For example, you can still fire you weapon even if you lose a arm. The Gyro Stabilizer serves to make the weapon one handed while the Extended Barrel cancels out the accuracy penalty of the Stabilizer. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure to examine the [[Marine_Equipment#Weapon_Attachments|attachments page]] to get a overview of all the attachments in the game. When you feel comfortable (and you promote yourself to a more difficult role), experiment with weapon attachments for your guns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Center Mass For Fuck&#039;s Sake ====&lt;br /&gt;
----&lt;br /&gt;
When engaging hostile targets ALWAYS AIM FOR THE CHEST. Your marine armour is designed to block incoming bullets, meaning if accidently fire on a friendly (which will happen a lot versus Aliens) you&#039;ll deal little to no damage against fellow marines. However if you aim for the head you&#039;ll deal significant damage as a marine&#039;s helmet offers little protection against ballistic attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Being shot in the head usually forces the victim to be pulled of the battlefield and be sent off for a surgical operation to correct the wound. Whereas being shot in the chest is usually just an annoyance, you can still break bones and cause organ damage however...&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Aliens DO take additional damage from head shots, but you should still try to aim to the chest instead of head&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Standard Marine Tactics ====&lt;br /&gt;
------&lt;br /&gt;
# Stick with your squad at all times, a lone Marine is a easily ambushed Marine. Your first priority is to stay alive.&lt;br /&gt;
# Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical, or specialist supplies.&lt;br /&gt;
# Talk a lot! The more you communicate with your squad, the more information your squad AND command gets. Command has a hard time understanding the situation on the ground. Help those eggheads out.&lt;br /&gt;
# Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot.&lt;br /&gt;
# In combat, avoid getting stuck in tight quarters or darkness. Use your weapon to shoot away resin walls and open up the combat area. Aliens are less deadly if they&#039;re forced to fight in open ground or bright light.  Fighting in a open arena gives you more room to dodge.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marines&amp;diff=1576</id>
		<title>Marines</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marines&amp;diff=1576"/>
		<updated>2016-10-06T15:25:07Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: /* Marine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its dreary grey walls, the USS Sulaco. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the preparation rooms to gear up and head to briefing, you ponder what kind of grunt work they’re shoving you into you to this time…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The people of the United States Marine Corps are our protagonist. These are the guys you call in to deal with the problems you have, maybe a band of space pirates, maybe a group of colonial rebels, or maybe even worse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you’ve signed up for the marines, eh? Well, lucky for you, we’re able to give the just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy dandy guide below and you’ll be able to know all the dumb sh*t you should’ve known already!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a quick guide on the role play standards, and knowledge, expected out of all Marine roles visit [[In Character Knowledge|this page]].&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Commander.png|64px|link=Commander]]&amp;lt;br&amp;gt;[[Commander]]&lt;br /&gt;
|Lead your platoon and complete the mission.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;a&amp;lt;/span&amp;gt;Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:XO.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;[[Executive Officer]]&lt;br /&gt;
|2nd in command. Execute the commander&#039;s orders, or fill in for him as needed. Utilize Overwatch consoles to manage supply drops/bombs.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:BridgeOfficer.png|64px|link=Bridge Officer]]&amp;lt;br&amp;gt;[[Bridge Officer]]&lt;br /&gt;
|Assist the XO as needed. Utilize Overwatch consoles to manage supply drops/bombs.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pilot.png|64px|link=Pilot Officer]]&amp;lt;br&amp;gt;[[Pilot Officer]]&lt;br /&gt;
|Fly the Rasputin. Keep any invaders off the shuttle.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:MilitaryPolice.png|64px|link=Military Police]]&amp;lt;br&amp;gt;[[Military Police]]&lt;br /&gt;
|Enforce marine law. Detain rogue marines. Defend the ship.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Marine==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:SL.png|64px|link=Squad Leader]]&amp;lt;br&amp;gt;[[Squad Leader]]&lt;br /&gt;
|Lead your squad into battle, relay orders from command, and bring everybody home.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Standard.png|64px|link=Standard Marine]]&amp;lt;br&amp;gt;[[Standard Marine]]&lt;br /&gt;
|Fall in line, treat orders as the will of God, and try not to die in the process.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:CombatEngi.png|64px|link=Combat Engineer]]&amp;lt;br&amp;gt;[[Combat Engineer]]&lt;br /&gt;
|Establish and tear down fortifications, establish a forward operating base. Hack into inaccessible areas.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Medic.png|64px|link=Combat Medic]]&amp;lt;br&amp;gt;[[Combat Medic]]&lt;br /&gt;
|Keep wounded stabilized until they can be transported to the Sulaco (preferably not by you - stay with the team).&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spec.png|64px|link=Specialist]]&amp;lt;br&amp;gt;[[Specialist]]&lt;br /&gt;
|Employ the usage of advance and powerful weaponry and equipment. Hold a high degree of combat competence.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:CE.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Oversee engineering, atmospherics, telecoms, and the Maintenance Techs that handle it. Keep the ship in one piece.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:MaintTech.png|64px|link=Maintenance Technician]]&amp;lt;br&amp;gt;[[Maintenance Technician]]&lt;br /&gt;
|Establish and maintain the Sulaco&#039;s power and atmospheric systems. Repair the inevitable damage to the Sulaco and its dropships.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medical / Science==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#99e9ff;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMO.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Make sure patients are treated. Direct the medical teams.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:MD.png|64px|link=Doctor]]&amp;lt;br&amp;gt;[[Doctor]]&lt;br /&gt;
|Receive injured marines from dropships. Heal people and deal with other ailments. Perform surgical operations as needed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sci.png|64px|link=Researcher]]&amp;lt;br&amp;gt;[[Researcher]]&lt;br /&gt;
|Conduct research on various fields.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:RO.png|64px|link=Requisitions Officer]]&amp;lt;br&amp;gt;[[Requisitions Officer]]&lt;br /&gt;
|Supply marines with weapon attachments. Order in additional military equipment, weapons, and ammo as needed.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:CargoTech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Assist the RO. Transport materials to their needed areas.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Non-USCM Jobs==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:CorpLiason.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;[[Corporate Liaison]]&lt;br /&gt;
|Ensure the interests of the corporation are retained. Update Wey-Yu with fax messages.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Survivor.png|64px|link=Survivor]]&amp;lt;br&amp;gt;[[Survivor]]&lt;br /&gt;
|Survive the infestation&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Impossible&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px|link=Mercenaries]]&amp;lt;br&amp;gt;[[Mercenaries]]&lt;br /&gt;
|Answer the distress call and help the marines... or make their lives worse.&lt;br /&gt;
!&amp;lt;span style=&amp;quot;display: none;&amp;quot;&amp;gt;c&amp;lt;/span&amp;gt;Hard&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=1575</id>
		<title>Weapons Specialist</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=1575"/>
		<updated>2016-10-06T15:20:20Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: reworked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Spec.png&lt;br /&gt;
|jobtitle = Specialist &lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Employ special weapons, explosives and equipment.&lt;br /&gt;
|guides = This is your guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;LET&#039;S ROCK!&amp;quot;&#039;&#039; ―Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some drops, you kick in the door and find out that the distress call was a false alarm. Other days you drop in and clear the problem and move on. Some drops, you gotta kill the whole damn planet. That&#039;s where you come in. Each squad is deployed with a single specialist trained in the use of a squad support weapon. These range from the versatile smartgun to the devastating SADAR.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
As the squad&#039;s specialist, you have access to a variety of heavier weapons than your squadmates, and are expected to understand when and when not to deploy them. Specialists are expected to not rely on their special gear but his or her greater understanding of tactics. Squad specialists are generally promoted during boot camp from marines who show an aptitude for leadership and tactical skills. Like all marines, the specialist&#039;s weapon is treated like an extension of themselves and as such, specialists know their chosen firearm, inside and out.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
The Specialist has their own ready-room within their squad&#039;s larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine&#039;s, however the Weapons Vendor is specific to the Specialist; it will not work without proper access. Among the other supplies it vends is a token that allows the specialist to requisition to a single weapon of their choice. The vendor contains the following:&lt;br /&gt;
&lt;br /&gt;
====Normal equipment====&lt;br /&gt;
* 1 Specialist Token&lt;br /&gt;
&lt;br /&gt;
* 1 Webbing&lt;br /&gt;
&lt;br /&gt;
* 2 Plastic Explosives&lt;br /&gt;
&lt;br /&gt;
* 2 Frag Grenades&lt;br /&gt;
&lt;br /&gt;
* 2 Incendiary Grenades&lt;br /&gt;
&lt;br /&gt;
* 1 M240 Incinerator Unit&lt;br /&gt;
&lt;br /&gt;
* 3 M240 Fuel Tanks&lt;br /&gt;
&lt;br /&gt;
* 1 M56 Power Pack&lt;br /&gt;
&lt;br /&gt;
* 1 Riot Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Restricted token equipment====&lt;br /&gt;
&lt;br /&gt;
*[[File:marksman_spec.png|64px]][[File:recon_spec.png|64px]] M42A Scoped Rifle&lt;br /&gt;
&lt;br /&gt;
The M42A Scoped Rifle comes in two primary variants: the recon configuration and the marksman configuration. &lt;br /&gt;
&lt;br /&gt;
The marksman configuration relies more on stealth and guile over mobility. In this configuration, the rifle is often paired with a thermal dampening tarp to act as a modern day ghillie suit. &lt;br /&gt;
&lt;br /&gt;
The recon configuration employs high mobility, squad support, and a powerful sidearm. This configuration favors staying with the squad and calling targets before they come in range.&lt;br /&gt;
&lt;br /&gt;
The box contains firearm itself, a set of scout-sights, and three seven-round magazines, in addition to one in the rifle. The firearm supports muzzle and underbarrel attachments, as well as the magnetic harness. The rounds are traditional rifle rounds -they do not avoid marines like the Smartgun&#039;s- so clearly-defined lanes of fire are necessary with this weapon.&lt;br /&gt;
&lt;br /&gt;
* [[File:GrenadeLauncher.png|64px]] [[File:gl_spec.png|64px]]M92 Grenade Launcher&lt;br /&gt;
A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
&lt;br /&gt;
* [[File:SADAR.png|64px]] M83 SADAR&lt;br /&gt;
A reloadable, single shot rocket launcher. This weapon carries the most powerful -and dangerous- ordnance available to marine infantry in the form of either high explosive or armor piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher, SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ.  Note:  The SADAR has a safety system which prevents it&#039;s activation on space-stations or ships.&lt;br /&gt;
&lt;br /&gt;
* [[File:Spec.png|64px]]  M56 Smart Gun&lt;br /&gt;
The model of &#039;Smartgun&#039; issued to the Sulaco is different from the more popular auto-targeting model. The M56 &#039;Smartgun&#039; is actually a four-part system, consisting of a combat harness, ammunition and power pack, Heads-Up Display, and the Smartgun itself. The backpack contains five belts of fifty rounds each, in addition to the weapon&#039;s inexhaustible power supply. The HUD functions similarly to meson scanners and night vision goggles, allowing target acquisition in complete darkness, and easy Identification- Friend or Foe in combat situations. Unlike the more traditional Smartgun, this one fires high-caliber, self-guiding rounds that avoid marines, making it an ideal support weapon.&lt;br /&gt;
&lt;br /&gt;
*B18 Experimental Armor&lt;br /&gt;
The final option in your vendor, this armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and three tricordrazine auto injectors. In addition, the helmet can block three facehuggers before breaking. It also is incredibly ballistic-resistant, and it does provide some heat-proofing as well.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Marine.png&amp;diff=1573</id>
		<title>File:Marine.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Marine.png&amp;diff=1573"/>
		<updated>2016-10-06T14:59:42Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:Marine.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=1564</id>
		<title>Weapons Specialist</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=1564"/>
		<updated>2016-10-04T19:55:48Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Spec.png&lt;br /&gt;
|jobtitle = Specialist &lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Employ special weapons, explosives and equipment.&lt;br /&gt;
|guides = This is your guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;LET&#039;S ROCK!&amp;quot;&#039;&#039; ―Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you need a heavier tool to do the job, however, not anybody have the skills and trying to use them. Each squad has one Specialist specially trained for the use of special equipment, ranging from sniper rifles to missile launchers.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The specialist is a squad&#039;s assigned support role. They have access to a variety of heavier weapons than your squadmates, and they are expected to understand when -and when not to- deploy them. Specialists are also expected not to rely on their special gear - a squad&#039;s Specialist should have a greater understanding of tactics and should be able to act somewhat autonomously without command or a Squad Leader. Specialists also undergo special training, and are generally promoted from marines who show exemplary leadership and tactical skills, as well as at some aptitude for mechanics: each specialist is expected to maintain their chosen firearm, inside and out.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
The Specialist has their own ready-room within their squad&#039;s larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine&#039;s, however the Weapons Vendor is specific to the Specialist. it will not work without proper access. Among the other supplies it vends, it has a specific token: This gives the specialist access to a single weapon of their choice. The vendor contains the following:&lt;br /&gt;
&lt;br /&gt;
====Normal equipment====&lt;br /&gt;
* 1 Specialist Token&lt;br /&gt;
&lt;br /&gt;
* 1 Webbing&lt;br /&gt;
&lt;br /&gt;
* 2 Plastic Explosives&lt;br /&gt;
&lt;br /&gt;
* 2 Frag Grenades&lt;br /&gt;
&lt;br /&gt;
* 2 Incendiary Grenades&lt;br /&gt;
&lt;br /&gt;
* 1 M240 Incinerator Unit&lt;br /&gt;
&lt;br /&gt;
* 3 M240 Fuel Tanks&lt;br /&gt;
&lt;br /&gt;
* 1 M56 Power Pack&lt;br /&gt;
&lt;br /&gt;
* 1 Riot Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Restricted token equipment====&lt;br /&gt;
&lt;br /&gt;
*[[File:marksman_spec.png|64px]][[File:recon_spec.png|64px]] M42A Scoped Rifle&lt;br /&gt;
&lt;br /&gt;
The M42A Scoped Rifle comes in two primary variants: the recon configuration and the marksman configuration. &lt;br /&gt;
&lt;br /&gt;
The marksman configuration relies more on stealth and guile over mobility. In this configuration, the rifle is often paired with a thermal dampening tarp to act as a modern day ghillie suit. &lt;br /&gt;
&lt;br /&gt;
The recon configuration employs high mobility, squad support, and a powerful sidearm. This configuration favors staying with the squad and calling targets before they come in range.&lt;br /&gt;
&lt;br /&gt;
The box contains firearm itself, a set of scout-sights, and three seven-round magazines, in addition to one in the rifle. The firearm supports muzzle and underbarrel attachments, as well as the magnetic harness. The rounds are traditional rifle rounds -they do not avoid marines like the Smartgun&#039;s- so clearly-defined lanes of fire are necessary with this weapon.&lt;br /&gt;
&lt;br /&gt;
* [[File:GrenadeLauncher.png|64px]] [[File:gl_spec.png|64px]]M92 Grenade Launcher&lt;br /&gt;
A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
&lt;br /&gt;
* [[File:SADAR.png|64px]] M83 SADAR&lt;br /&gt;
A reloadable, single shot rocket launcher. This weapon carries the most powerful -and dangerous- ordnance available to marine infantry in the form of either high explosive or armor piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher, SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ.  Note:  The SADAR has a safety system which prevents it&#039;s activation on space-stations or ships.&lt;br /&gt;
&lt;br /&gt;
* [[File:Spec.png|64px]]  M56 Smart Gun&lt;br /&gt;
The model of &#039;Smartgun&#039; issued to the Sulaco is different from the more popular auto-targeting model. The M56 &#039;Smartgun&#039; is actually a four-part system, consisting of a combat harness, ammunition and power pack, Heads-Up Display, and the Smartgun itself. The backpack contains five belts of fifty rounds each, in addition to the weapon&#039;s inexhaustible power supply. The HUD functions similarly to meson scanners and night vision goggles, allowing target acquisition in complete darkness, and easy Identification- Friend or Foe in combat situations. Unlike the more traditional Smartgun, this one fires high-caliber, self-guiding rounds that avoid marines, making it an ideal support weapon.&lt;br /&gt;
&lt;br /&gt;
*B18 Experimental Armor&lt;br /&gt;
The final option in your vendor, this armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and three tricordrazine auto injectors. In addition, the helmet can block three facehuggers before breaking. It also is incredibly ballistic-resistant, and it does provide some heat-proofing as well.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Gl_spec.png&amp;diff=1563</id>
		<title>File:Gl spec.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Gl_spec.png&amp;diff=1563"/>
		<updated>2016-10-04T19:51:36Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Sniper_spec.png&amp;diff=1562</id>
		<title>File:Sniper spec.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Sniper_spec.png&amp;diff=1562"/>
		<updated>2016-10-04T19:43:39Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Marksman_spec.png&amp;diff=1561</id>
		<title>File:Marksman spec.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Marksman_spec.png&amp;diff=1561"/>
		<updated>2016-10-04T19:43:39Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:USCM_Medic.png&amp;diff=1560</id>
		<title>File:USCM Medic.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:USCM_Medic.png&amp;diff=1560"/>
		<updated>2016-10-04T19:40:01Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:Medic.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:USCM_Squad_Engie.png&amp;diff=1559</id>
		<title>File:USCM Squad Engie.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:USCM_Squad_Engie.png&amp;diff=1559"/>
		<updated>2016-10-04T19:39:31Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:CombatEngi.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:SL.png&amp;diff=1558</id>
		<title>File:SL.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:SL.png&amp;diff=1558"/>
		<updated>2016-10-04T19:38:59Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:SL.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=1557</id>
		<title>Weapons Specialist</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Weapons_Specialist&amp;diff=1557"/>
		<updated>2016-10-04T16:43:17Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Spec.png&lt;br /&gt;
|jobtitle = Specialist &lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Employ special weapons, explosives and equipment.&lt;br /&gt;
|guides = This is your guide.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;LET&#039;S ROCK!&amp;quot;&#039;&#039; ―Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you need a heavier tool to do the job, however, not anybody have the skills and trying to use them. Each squad has one Specialist specially trained for the use of special equipment, ranging from sniper rifles to missile launchers.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The specialist is a squad&#039;s assigned support role. They have access to a variety of heavier weapons than your squadmates, and they are expected to understand when -and when not to- deploy them. Specialists are also expected not to rely on their special gear - a squad&#039;s Specialist should have a greater understanding of tactics and should be able to act somewhat autonomously without command or a Squad Leader. Specialists also undergo special training, and are generally promoted from marines who show exemplary leadership and tactical skills, as well as at some aptitude for mechanics: each specialist is expected to maintain their chosen firearm, inside and out.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
The Specialist has their own ready-room within their squad&#039;s larger bay. It contains a single locker and vendor. The locker contains the same gear as any other marine&#039;s, however the Weapons Vendor is specific to the Specialist. it will not work without proper access. Among the other supplies it vends, it has a specific token: This gives the specialist access to a single weapon of their choice. The vendor contains the following:&lt;br /&gt;
&lt;br /&gt;
====Normal equipment====&lt;br /&gt;
* 1 Specialist Token&lt;br /&gt;
&lt;br /&gt;
* 1 Webbing&lt;br /&gt;
&lt;br /&gt;
* 2 Plastic Explosives&lt;br /&gt;
&lt;br /&gt;
* 2 Frag Grenades&lt;br /&gt;
&lt;br /&gt;
* 2 Incendiary Grenades&lt;br /&gt;
&lt;br /&gt;
* 1 M240 Incinerator Unit&lt;br /&gt;
&lt;br /&gt;
* 3 M240 Fuel Tanks&lt;br /&gt;
&lt;br /&gt;
* 1 M56 Power Pack&lt;br /&gt;
&lt;br /&gt;
* 1 Riot Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Restricted token equipment====&lt;br /&gt;
&lt;br /&gt;
* [[File:ScoutRifle.png|32px]] M42C Scout Rifle&lt;br /&gt;
The M42C is a high-power, precision, scoped rifle, generally employed in both scouting and sniping use. The box contains firearm itself, a set of scout-sights, and three seven-round magazines, in addition to one in the rifle. The firearm supports muzzle and underbarrel attachments, as well as the magnetic harness. The rounds are traditional rifle rounds -they do not avoid marines like the Smartgun&#039;s- so clearly-defined lanes of fire are necessary with this weapon.&lt;br /&gt;
&lt;br /&gt;
* [[File:GrenadeLauncher.png|32px]] M92 Grenade Launcher&lt;br /&gt;
A midpoint between a shotgun and the rocket launcher, the grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. This weapon also has a inbuilt auto-lock system preventing the fired grenades from detonating if they hit a target that is too close to the weapon handler. &lt;br /&gt;
&lt;br /&gt;
* [[File:SADAR.png|32px]] M83 SADAR&lt;br /&gt;
A reloadable, single shot rocket launcher. This weapon carries the most powerful -and dangerous- ordnance available to marine infantry in the form of either high explosive or armor piercing rockets. Where HE rockets are effective against tight groups of hostile targets, the AP rockets deal little actual splash damage but they deal immense damage to a single target. Unlike the grenade launcher, SADAR ammo is more scarce, as well as the SADAR being more unwieldy to employ.  Note:  The SADAR has a safety system which prevents it&#039;s activation on space-stations or ships.&lt;br /&gt;
&lt;br /&gt;
* [[File:Spec.png|32px]]  M56 Smart Gun&lt;br /&gt;
The model of &#039;Smartgun&#039; issued to the Sulaco is different from the more popular auto-targeting model. The M56 &#039;Smartgun&#039; is actually a four-part system, consisting of a combat harness, ammunition and power pack, Heads-Up Display, and the Smartgun itself. The backpack contains five belts of fifty rounds each, in addition to the weapon&#039;s inexhaustible power supply. The HUD functions similarly to meson scanners and night vision goggles, allowing target acquisition in complete darkness, and easy Identification- Friend or Foe in combat situations. Unlike the more traditional Smartgun, this one fires high-caliber, self-guiding rounds that avoid marines, making it an ideal support weapon.&lt;br /&gt;
&lt;br /&gt;
*B18 Experimental Armor&lt;br /&gt;
The final option in your vendor, this armor consists of the chestpiece and auxillary protectors, a helmet, and gauntlets. This armor has the best personal protection of any armor the Marines can get; it has a very high armor value and three tricordrazine auto injectors. In addition, the helmet can block three facehuggers before breaking. It also is incredibly ballistic-resistant, and it does provide some heat-proofing as well.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:USCM_SG.png&amp;diff=1556</id>
		<title>File:USCM SG.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:USCM_SG.png&amp;diff=1556"/>
		<updated>2016-10-04T16:41:16Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:Spec.png&lt;/p&gt;
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		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:USCM_Standard_Marine.png&amp;diff=1555</id>
		<title>File:USCM Standard Marine.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:USCM_Standard_Marine.png&amp;diff=1555"/>
		<updated>2016-10-04T16:39:13Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: Monkeysfist101 uploaded a new version of File:Standard.png&lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1554</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rifleman&amp;diff=1554"/>
		<updated>2016-10-04T16:38:49Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Standard.png&lt;br /&gt;
|jobtitle = Standard Marine&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Squad Leader&lt;br /&gt;
|duties = Follow your superior&#039;s orders, don&#039;t die.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;How do I get out of this chickenshit outfit?&#039;&#039;&amp;quot;- Hudson, Aliens&lt;br /&gt;
&lt;br /&gt;
You are a grunt marine of the United States Colonial Marine Corps, you follow your superiors orders and don&#039;t ask too many questions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==== Cog In The Machine ====&lt;br /&gt;
----&lt;br /&gt;
If you haven&#039;t read the [[Marine Quickstart Guide]], maybe read that first.&lt;br /&gt;
&lt;br /&gt;
As a Standard Marine you will be assigned to one of four squads. Each squad has a color: Alpha is RED, Bravo is YELLOW, Charlie is PURPLE, Delta is BLUE. You start the round having just woken up from cryogenic sleep, you&#039;ll need to get something to eat before going to gear up. To eat and drink, hold food or drink in an active hand and click yourself in the center of the screen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== This is my rifle =====&lt;br /&gt;
Once you&#039;ve eaten, your next task will be to suit up and prepare for the mission. Go down to your team&#039;s locker room and open any locker. Put everything on. Once you&#039;ve suited up, get back to the weapon vendors and start gearing up.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As a standard marine you have access to five firearms, two primary, one secondary and two sidearms. You can only easily carry one primary weapon but can carry multiple secondary and sidearms. Your primary weapons are two-handed meaning you must carry them in both hands in order to fire them (unless you use a gyroscopic attachment). To wield a weapon with two hands, click it while it&#039;s in your active hand. Secondary weapons and sidearms are one handed. In addition, your primary weapons will only fit in your armour slot, you cannot put them in your backpack. You can sling a primary weapon on your backpack slot, which is not a bad idea since you can use webbing and your Marine belt to carry ammo. This allows you to carry two primary or secondary weapons into battle, such as a SMG and a M41A.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[File:M4a3.png|32px]] Pistol -- &#039;&#039;&#039;Sidearm.&#039;&#039;&#039; Easily carryable sidearm this weapon has a slow rate of fire and deals mediocre damage, but is a reliable fallback weapon in a worst case scenario can can be placed in your pockets or other small containers. 12 Bullets&lt;br /&gt;
&lt;br /&gt;
* [[File:44magnum.png|32px]] Magnum -- &#039;&#039;&#039;Sidearm&#039;&#039;&#039; Powerful pistol capable of dealing a lot of damage, but suffers from having similar weight to the SMG.  Consider getting a holster webbing to carry this on your jumpsuit if you take one, however this weapon is oft used by [[Specialist|Specialists]] wielding very heavy weapons. 7 Bullets&lt;br /&gt;
&lt;br /&gt;
*  [[File:M39.png|32px]] SMG -- &#039;&#039;&#039;Secondary&#039;&#039;&#039; Usually used as a primary weapon for [[Specialist|Specialists]], this can make a acceptable fallback weapon in a pinch. Suffers from dealing low damage to targets and being ineffective against high tier aliens. 35 Rounds&lt;br /&gt;
&lt;br /&gt;
* [[File:Shotgun.png|32px]] Shotgun -- &#039;&#039;&#039;Primary&#039;&#039;&#039; Good for close encounters. Powerful weapon that can deal a lot of damage to any target. Suffers from having to reload each shell individually as well as having to cock the gun after each shot. 8 Shells  &lt;br /&gt;
&lt;br /&gt;
* [[File:M41a.png|32px]] Pulse Rifle -- &#039;&#039;&#039;Primary&#039;&#039;&#039; Overall robust and effective long arm. Deals good damage against most targets and is overall a reliable gun, upgrades from attachments can further increase the power of this weapon.. 30 Rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== Your Squad =====&lt;br /&gt;
As a Marine your squad is your lifeblood. If you go out alone, you will die quickly. You may not like it, but do whatever you can to stick togther with your team&#039;s [[Squad Leader]] at all times. Your Squad Leader can communicate directly with high command, allowing him to quickly relay orders to you. In addition he can order in orbital supply drops and orbital artillery strikes.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===== [[Marine_Equipment#Weapon_Attachments|Attachments]] =====&lt;br /&gt;
As a Standard Marine you are given the privilege of having access to two attachments from Cargo, to get these attachments you must go to the Cargo bay, located to the east of the mess hall, &#039;&#039;&#039;AFTER&#039;&#039;&#039; you have suited up in your gear, Cargo will not serve you if you rock up in your pyjamas. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Again, because you&#039;re a Standard Marine you have the &#039;&#039;&#039;LOWEST&#039;&#039;&#039; priority in weapon attachments, this means virtually everyone above you in roll has priority access to more valuable attachments. Do not expect to get the good stuff, items such as the Barrel Charger or Red Dot Sight are all but out of your reach.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Listed below are some simple attachment set-ups to start you off. These are for the M41A Rifle, but you can customise virtually any weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Bayonet/Rail Light&#039;&#039; - This loadout is free, in that you do not need to order these attachments from cargo. The Bayonet can be made by attaching some wires to a Combat Knife, while the Rail Light can be made be using a screwdriver on a stock Flashlight (check the briefing room for these).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Bayonet/Red Dot sight/Forward Magazine Grip&#039;&#039; - While it might take a hard dice roll to squeeze a Red Dot Sight from the RO, this loadout is a stock and simple loadout that maximizes your accuracy, thus allowing you to accurately hit even the smallest of Xenos at the longest of ranges, while allowing you to deal a respectable amount of melee damage. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Extended Barrel/Rail Light/Gyroscopic Stabilizer&#039;&#039;- This loadout allows you to fire your M41A with one hand instead of two, thus granting you a massive tactical advantage. For example, you can still fire you weapon even if you lose a arm. The Gyro Stabilizer serves to make the weapon one handed while the Extended Barrel cancels out the accuracy penalty of the Stabilizer. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure to examine the [[Marine_Equipment#Weapon_Attachments|attachments page]] to get a overview of all the attachments in the game. When you feel comfortable (and you promote yourself to a more difficult role), experiment with weapon attachments for your guns.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Center Mass For Fuck&#039;s Sake ====&lt;br /&gt;
----&lt;br /&gt;
When engaging hostile targets ALWAYS AIM FOR THE CHEST. Your marine armour is designed to block incoming bullets, meaning if accidently fire on a friendly (which will happen a lot versus Aliens) you&#039;ll deal little to no damage against fellow marines. However if you aim for the head you&#039;ll deal significant damage as a marine&#039;s helmet offers little protection against ballistic attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Being shot in the head usually forces the victim to be pulled of the battlefield and be sent off for a surgical operation to correct the wound. Whereas being shot in the chest is usually just an annoyance, you can still break bones and cause organ damage however...&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Aliens DO take additional damage from head shots, but you should still try to aim to the chest instead of head&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Standard Marine Tactics ====&lt;br /&gt;
------&lt;br /&gt;
# Stick with your squad at all times, a lone Marine is a easily ambushed Marine. Your first priority is to stay alive.&lt;br /&gt;
# Consider offering to help out other more specialized marines, such as offering to carry extra engineering, medical, or specialist supplies.&lt;br /&gt;
# Talk a lot! The more you communicate with your squad, the more information your squad AND command gets. Command has a hard time understanding the situation on the ground. Help those eggheads out.&lt;br /&gt;
# Consider taking a Tricordazine Injector to help you get on your feet if you get attacked and swiped/shot.&lt;br /&gt;
# In combat, avoid getting stuck in tight quarters or darkness. Use your weapon to shoot away resin walls and open up the combat area. Aliens are less deadly if they&#039;re forced to fight in open ground or bright light.  Fighting in a open arena gives you more room to dodge.&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Marine_wiki.png&amp;diff=1553</id>
		<title>File:Marine wiki.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Marine_wiki.png&amp;diff=1553"/>
		<updated>2016-10-04T16:22:20Z</updated>

		<summary type="html">&lt;p&gt;Monkeysfist101: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Monkeysfist101</name></author>
	</entry>
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