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|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier1 dropship.png]] | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier1 dropship.png]] | ||
[[#Dropship Budget Increase|'''Requsitions Budget Increase''']] | [[#Dropship Budget Increase|'''Requsitions Budget Increase''']] | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see [https://cm-ss13.com/wiki/Requisitions#Supply_Crates|the supply crates buy list in the requisitions page] | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''15 (+1 every purchase)''' | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''15 (+1 every purchase)''' | ||
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Revision as of 11:52, 25 August 2022
Difficulty: Medium Supervisors: Executive Officer, Commanding Officer Rank: Second Lieutenant Duties: Collect intel and decrypt it. Guides: This One Unlock Requirements: Five hours as any squad role. Detailed Description: Your job is to assist the marines in collecting intelligence related to the current operation to better inform command of their opposition. You are in charge of gathering any data disks, folders, and notes you may find on the operational grounds in order to decrypt any data in order to gain tech points. |__________| |
"Military Intelligence is a contradiction in terms." - Groucho Marx
Overview
Good job Intelligence Officer (IO). Seems you're now in the position of scouring the Area of Operations and securing any intelligence you find for the brass! Got yourself the rank of Second Lieutenant, a nice sidearm, some fancy equipment and have gotten the job of collecting all the incriminating evidence, sorting it all and decoding everything you find. High Command wants you to collect enough intelligence in the area to warrant them grant more tech points to give your battalion some extra fire power. Stay in communication gathering Intelligence on the Intelligence Channel (:t) to better organize your search. Get to it Second Lieutenant, that intel isn't going to collect itself!
Intelligence Officer Area
The intelligence officer has their unique area where they decode and catalogue all the data they have. Whether it would be an item, scrap of paper or folder, you'll need to process them and put them into storage to be safely accounted for.
In this area you'll be greeted with your information-finding equipment in your locker, the computer lab where you'll decode disks and a place to store all that precious information. Those computers will need disks and passwords to be decoded and you are the prime candidate to search and retrieve them.
Intelligence Officer Equipment Rack
Equipment: | Description: |
---|---|
XM12 Pattern Intel Helmet |
An experimental brain-bucket that works better as a brain-plate. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your intel work. |
Standard Beret |
A hat typically worn by the field-officers of the USCM. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts. This one is green |
Tan Beret |
A hat typically worn by the field-officers of the USCM. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts. This one is tan. |
USCM Officer Cap |
A hat usually worn by officers in the USCM. While it has limited combat functionality, some prefer to wear it instead of the standard issue helmet. |
Belt: | Description: |
---|---|
G8-A General Utility Pouch |
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items. |
M276 Pattern Ammo Load Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines. |
M276 Pattern M4A3 Holster Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines. |
M276 Pattern M39 Holster Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued. |
M276 Pattern M44 Holster Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay. |
Shotgun Shell Load Rig |
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells. |
M276 Pattern Toolbelt Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work. |
Pouch: | Description: | ||||||||
---|---|---|---|---|---|---|---|---|---|
Document Pouch |
A pouch used to hold documents for safe keeping. Can hold 21 items. | ||||||||
First-Aid Pouch |
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships.
| ||||||||
Flare Pouch |
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | ||||||||
Fuel tank strap pouch |
Two rings straps that loop around M240 variety napalm tanks. Handle with care. | ||||||||
Large General Pouch |
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. | ||||||||
Large Magazine Pouch |
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Contains 4 slots. | ||||||||
Large Pistol Magazine Pouch |
Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions. | ||||||||
Magazine Pouch |
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots. | ||||||||
Sidearm Pouch |
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. | ||||||||
Tools Pouch |
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 4 slots. Can hold the following items below: |
Accessories: | Description: |
---|---|
Black Webbing Vest |
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items. |
Brown Webbing Vest |
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. |
Shoulder Holster |
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. |
Webbing |
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines. |
Drop Pouch |
A convenient pouch to carry loose items around. Able to hold 1 medium item and 2 small items |
Mask: | Description: |
---|---|
File:Gas mask.png Gas Mask |
A face-covering mask that can be connected to an air supply. |
Heat absorbent coif |
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs.. |
Intelligence Officer Gear Rack
Equipment: | Description: | |
---|---|---|
Crowbar |
Used for Opening unpowered doors and displacing girders so you can move them. | |
Fulton Device |
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack. | |
Data Detector |
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
| |
Binoculars |
A military-issued pair of binoculars. There is nothing special about this pair of binoculars. |
Supplies: | Description: | ||||
---|---|---|---|---|---|
Power Control Module Costs: 5 Points |
Heavy-duty switching circuits for power control. Is used mainly for APC repair or construction. | ||||
Binoculars Costs: 5 Points |
A military-issued pair of binoculars. There is nothing special about this pair of binoculars. | ||||
M2 Night Vision Goggles Costs: 25 Points |
Grants you the ability to see in the dark at the expense of battery power. This item is fragile and can break if you are slashed in the head. If broken you will need an engineer to repair it using a screwdriver. | ||||
Data Detector Costs: 5 Points |
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
| ||||
Intel Radio Encryption Key |
An encryption key for radio headsets. IOs already have their headset with this as standard, instead this is recommended to be given to marines who are assisting you. (Remember the key for the radio is :t) | ||||
Mini Extinguisher |
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | ||||
Fulton Device |
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack. | ||||
Autoinjector Pouch Costs: 15 Points |
A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
Contains: | ||||
Motion Detector |
The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).
| ||||
Plastique Explosive Costs:10 points |
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 5 meter radius.
| ||||
Welding Goggles Costs:5 Points |
A pair of Welding Goggles. Goes on the eyes slot. | ||||
Sensor Medical HUD Costs:5 Points |
A pair of Sensor-Mate Goggles. Goes on the eyes slot and displays medical info. |
Pouch: | Description: | ||||
---|---|---|---|---|---|
Large Magazine Pouch |
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Contains 4 slots. | ||||
Large Shotgun Shell Pouch |
It can contain more handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots for shells. | ||||
Autoinjector Pouch Costs: 15 Points |
A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
Contains: | ||||
H6B pattern M2132 machete scabbard |
A large leather scabbard used to carry an M2132 machete. It can be strapped to pouch slot. |
Magazine: | Description: | |
---|---|---|
L42A Armor Piercing Magazine Costs:10 points |
Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
| |
M39 Armor Piercing Magazine Costs:10 points |
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
| |
M39 Extended Magazine Costs:10 points |
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
| |
M41A Armor Piercing Magazine Costs:10 points |
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
| |
M41A Extended Magazine Costs:10 points |
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|
Ammunition: | Description: | |
---|---|---|
M44 heavy speed Loader Costs:10 points |
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
| |
M4A3 Hollowpoint Magazine Costs: 5 points |
A pistol magazine containing nine (9) 9mm hollowpoint bullets, which have noticeably higher stopping power on unarmoured targets, and noticeably less on armored targets.
| |
M4A3 Armour Piercing Magazine Costs: 5 points |
A pistol magazine containing nine (9) 9mm armour-piercing bullets, which have noticeably higher stopping power on well-armoured targets, and noticeably less on unarmored or lightly-armored targets.
| |
VP78 Magazine Costs: 5 points |
A pistol magazine containing fourteen (14) 9mm VP bullets, has reasonably good damage and penetration.
|
Documents/Data retrieval.
Listed below are the items of importance hidden about the Area of Operations. You're gonna need to find them and more then likely bring them back to the ship's storage for safe keeping.
Objective: | Description: |
---|---|
A piece of paper located somewhere on the map. It can be found on the ground, on tables, inside filing cabinets, or inside lockers. Paper scraps take about 2 seconds to analyze while progress reports take about 5 seconds, providing you with the location of a folder. You will be indicated whether it should be returned to the Almayer. Once on the Almayer place them on the racks in the computer lab. | |
A folder located somewhere on the map. It can be found on the ground, on tables, cabinets, or inside lockers. It takes about 10 seconds to analyze, providing you with the location of a data disk and its encryption key. You should return it to the Almayer.Once on the Almayer place them on the racks in the computer lab. | |
A floppy disk located somewhere on the map. It can be found on the ground, on tables, or inside lockers. Return it to the Almayer so that someone with the disk's decryption key can decrypt it in the universal disk reader, potentially providing you with an item to retrieve or a console to analyze. Once the data has been scanned place them on the racks in the computer lab. | |
Scattered around the Area of Operations will be technical manuals. Once read through, will lead directly to an item retrieval clue. They, along with all data items contribute to Tech points and should be stored in the Computer Storage area. | |
A computer located in certain areas of the map. They can be found in rooms of importance and require a password from a decrypted Data Disk. Once the correct password is used, information from the terminal will be sent back towards the ship, increasing the intelligence gathered. |
Item Retrieval
Sometimes when uploading data disks or data terminals, ARES will occasionally ask you to retrieve items with specific serial code numbers. You can examine items to see what their serial code is.
Objective: | Description: |
---|---|
An item that ARES may ask you to retrieve with a special serial code number on it. Simply secure the item in the computer storage area for it to contribute to Tech Points. | |
An item that ARES may ask you to retrieve with a special serial code number on it. Simply secure the item in the computer storage area for it to contribute to Tech Points. | |
An item that ARES may ask you to retrieve with a special serial code number on it. Simply secure the item in the computer storage area for it to contribute to Tech Points. |
Retrieval of Research Assets.
The Company has promised to pay High Command to supply Tech Points, if your researchers manage to identify any lost research assets from the colony.
Objective: | Description: |
---|---|
A research note left behind by a scientist from the colony. Bring them to the researcher on-board the Almayer. | |
A box containing up to six vials. These might contain the results of chemical research from the colony. Bring them to the researcher on-board the Almayer so they can identify it. |
Search & Retrieve
This is a very simple task. You search for documents, you retrieve the document and you store them into storage. Sounds easy right? Well it is. The hard part of this job is that you're gonna usually be alone out there, with little to no support if you're hunting for Intel alone.
Documents and objects of interest will be scattered all over the area of operations. Whether they're in lockers, on the floor or anywhere in buildings, it's up to you to find them all. Your trusty data detector will help you find these items with ease. It'll help you detect anything worth bring back to the Almayer for processing and storage.
Items in safes can not be opened with C4 or Thermite.
Cataloging and sorting data
When you've been gathering folders, scraps of paper or anything in the field that is considered valuable to Tech Points. It is important to sort out what you've read through and what needs to be read through.
It is recommended that all intel items requiring processing be put in Storage and processed intel items in the High-Sec Storage.
Disks should also be sorted into encrypted and decrypted piles so as not to waste efforts on finished tasks.
If you have lost track of what is left to retrieve, open the IC > View objective clues tab.
A key objective is to find decryption disks in order to reduce the Tech Points. In order to do that,
1. Read all the scraps.
2. Check if you have the folders ship-side already. If not, broadcast the clues to the Intelligence chat to any planet-side IOs to retrieve them.
3. Once the right folder is retrieved, read it and the decryption disk will be revealed along with its decryption key.
4. Check if you have the disk on ship-side. If not, broadcast the clues to the Intelligence chat to any planet-side IOs to retrieve them.
5. Load the disk onto one of the ARES terminals, enter the decryption key and continue with the cataloging.
The Tech Tree
Although you may not usually be interacting with this, it's good to remember what points can go to what.
Tech: | Description: | Cost: |
---|---|---|
Enables the first tier of tech points, usually is already unlocked at operation start (tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget) | Free | |
This tech supplies 2500 points to the dropship fabricator so the pilots will be able to fabricate more things (for what they can fabricate with these points see the dropship fabricator list in the PO's page) | 12 (+1 every purchase) | |
This tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see supply crates buy list in the requisitions page | 15 (+1 every purchase) |
Your Skillset
Resources
- A Supplementary guide to Intelligence Officer (In-Depth) by Seabass390 on 26 January 2020
- How To: Intelligence Officer by Soapbar on 18 September 2019