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Intelligence Officer: Difference between revisions

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[Outdated]
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkblue
|headerbgcolor = darkblue
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|guides = This One
|guides = This One
|description= Your job is to assist the marines in collecting intelligence related to the current operation to better inform command of their opposition.<br>
|description= Your job is to assist the marines in collecting intelligence related to the current operation to better inform command of their opposition.<br>
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.
You are in charge of gathering any data disks, folders, and notes you may find on the operational grounds and decrypt them to grant the USCM additional resources.
}}
}}


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= Overview =
= 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'''!
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 Ensign, 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 to lower the [[Defcon|DEFCON]] threat level to give your battalion some extra fire power. Stay in communication gathering Intelligence on the Intelligence Channel (:z) to better organize your search. Get to it Ensign, that threat level isn't gonna lower itself!
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 ==
== Intelligence Officer Area ==




The intelligence officer has their unique area where they decode and catalog 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.
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.


[[File:Computer lab.png]]
[[File:Computer lab.png]]


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.
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.
Those computers will need disks and passwords to be decoded and you are the prime candidate to search and retrieve them.


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|style="border: 2px solid black; padding: 5px;"|[[File:XM4_Pattern_Intel_Armor.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:XM4_Pattern_Intel_Armor.png|64px]]
'''XM4 Pattern Intel Armor'''
'''XM4 Pattern Intel Armor'''
|style="border: 2px solid black; padding: 5px;"|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.
|style="border: 2px solid black; padding: 5px;"|Tougher than steel, quieter than whispers, the XM4 Intel Armor provides capable protection combined with an experimental integrated motion tracker. It took an R&D team a weekend to develop and costs more than the Chinook Station... probably. When worn, uniform accessories such as webbing cannot be attached due to the motion sensors occupying the clips.
<br>
Holds up to five items in it's pouches. '''Requires an Intel Officer uniform and special training in Intel to wear.'''
 
{| border="1" class="mw-collapsible mw-collapsed" style="width:35%"
|+ style="text-align:left;"|'''Lore:'''
|width=150| ARMAT Perfection. <br>
 
The XM4 Soldier Awareness System mixes M4-style hard armor and a distributed series of motion sensors clipped onto the breastplate. When connected to any HUD optic, it replicates the effects of an M314 Motion Detector unit, increasing user situational awareness. It is currently undergoing field trials by intelligence operatives.
|}


{{XM4 Pattern Intel Armor Stats}}
{{XM4 Pattern Intel Armor Stats}}
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|}
|}
</tab>
</tab>
<tab name="Personal Sidearms">
 
<tab name="Helmets">
<center> '''Pick One''' </center>
<center> '''Pick One''' </center>
{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:130px;"|'''Sidearms:'''
  ! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:M4a3Commander.png|64px]]<br>'''M4A3 Custom Pistol'''
|style="border: 2px solid black; padding: 5px;"|[[File:XM12_Pattern_Intel_Helmet.png|64px]]
'''XM12 Pattern Intel Helmet'''
|style="border: 2px solid black; padding: 5px;"|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.
|-


|style="border: 2px solid black; padding: 5px;" |This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.
|style="border: 2px solid black; padding: 5px;"|[[File:Beret green.png|64px]]
Standard issue to '''[[Staff Officer|Staff Officers]]''', '''[[Pilot_Officer|Pilot Officers]]''', '''[[Intelligence Officer|Intelligence Officer]]''' and '''[[Vehicle_Crewman|Vehicle Crewmen]]'''.
'''Standard Beret'''
 
|style="border: 2px solid black; padding: 5px;"|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
 
|-
{{M4A3 Custom Pistol Stats}}
 
{{M4A3 Ammunition SD}}
 
{{M4A3 Attachments}}


|style="border: 2px solid black; padding: 5px;"|[[File:Beret tan.png|64px]]
'''Tan Beret'''
|style="border: 2px solid black; padding: 5px;"|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.
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Vp78.png|64px]]<br>'''VP-78 Pistol'''
|style="border: 2px solid black; padding: 5px;"|[[File:Officer Cap.png|64px]]
|style="border: 2px solid black; padding: 5px;" |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the '''Personal Self Defense''' kits in the '''ColMarTech Automated Closets.'''
'''USCM Officer Cap'''
It is the standard sidearm for '''Corporate PMC Officers''', '''[[Squad_Specialist|Squad Specialists]]''', [[Intelligence_Officer|'''Intelligence Officers''']] and the '''[[Executive_Officer|Executive Officer]]'''
|style="border: 2px solid black; padding: 5px;"|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.
 
{{VP78 Stats}}
 
{{VP78 Ammunition}}
 
{{VP78 Attachments}}
 
 
|}
|}
</tab>
</tab>
<tab name="Belts">
<tab name="Belts">
<center> '''Pick One''' </center>
<center> '''Pick One''' </center>
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|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M4A3_holster_rig.png|64px]]<br>'''M276 Pattern M4A3 Holster Rig'''
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M4A3_holster_rig.png|64px]]<br>'''M276 Pattern M4A3 Holster Rig'''
|style="border: 2px solid black; padding: 5px;"| 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.  
|style="border: 2px solid black; padding: 5px;"| 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.  
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_knife.png|64px]]<br>'''M276 Pattern Knife Rig'''
|style="border: 2px solid black; padding: 5px;"| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives.
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M39_holster_rig.png|64px]]
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M39_holster_rig.png|64px]]
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|}
|}
</tab>
</tab>
<tab name="Pouches">
<tab name="Pouches">
<center> '''Pick Two''' </center>
<center> '''Pick Two''' </center>
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|style="border: 2px solid black; padding: 5px;" | [[File:Webbing.png|64px]]<br>'''Webbing'''
|style="border: 2px solid black; padding: 5px;" | [[File:Webbing.png|64px]]<br>'''Webbing'''
|style="border: 2px solid black; padding: 5px;" | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
|style="border: 2px solid black; padding: 5px;" | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
|}
</tab>
<tab name="Helmets">
<center> '''Pick One''' </center>
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"|[[File:XM12_Pattern_Intel_Helmet.png|64px]]
'''XM12 Pattern Intel Helmet'''
|style="border: 2px solid black; padding: 5px;"|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.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Beret green.png|64px]]
'''Standard Beret'''
|style="border: 2px solid black; padding: 5px;"|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
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Beret tan.png|64px]]
'''Tan Beret'''
|style="border: 2px solid black; padding: 5px;"|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.
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Officer Cap.png|64px]]
|style="border: 2px solid black; padding: 5px;" | [[File:Drop Pouch.png|64px]]<br>'''Drop Pouch'''
'''USCM Officer Cap'''
|style="border: 2px solid black; padding: 5px;" | A convenient pouch to carry loose items around. Able to hold 1 medium item and 2 small items
|style="border: 2px solid black; padding: 5px;"|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.
|}
|}
</tab>
</tab>
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  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Gas_mask.png|64px]]<br>'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;" |[[File:Gasmask.png|64px]]<br>'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;" |A face-covering mask that can be connected to an air supply.
|style="border: 2px solid black; padding: 5px;" |{{Gas Mask}}
|-
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat absorbent coif'''
|style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat absorbent coif'''
|style="border: 2px solid black; padding: 5px;" |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.
|style="border: 2px solid black; padding: 5px;" |{{Heat Absorbent Coif Description}}
 
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.
Spawns at the ''Automated Closet'' as Standard Equipment if the map is '''Sorokyne Strata''' or '''Corsat'''. Otherwise available at the '''Surplus Uniform Vendor'''.
|}
|}
</tab>
</tab>
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|style="border: 2px solid black; padding: 5px;"|[[File:Crowbar.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:Crowbar.png|64px]]
'''Crowbar'''
'''Crowbar'''
|style="border: 2px solid black; padding: 5px;"|Used for Opening unpowered doors and displacing girders so you can move them.
|style="border: 2px solid black; padding: 5px;"|Used for Opening unpowered doors and displacing girders so you can move them.
|-  
|-  


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|}
|}
</tab>
</tab>
<tab name="Weapons">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Weapons:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:m41amk1.png|64px]]
'''M41A Mk1 Pulse Rifle'''<br>'''Costs:''' 30 Points
|style="border: 2px solid black; padding: 5px;" |An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 armour piercing rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity armour piercing magazines.
{{M41A MK1 Stats}}
{{M41A MK1 Ammunition}}


{{M41A MK1 Attachments}}
|}
</tab>
<tab name="Supplies">
<tab name="Supplies">
{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
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  ! style="background-color:#A9A9A9;"|'''Description:'''
  ! style="background-color:#A9A9A9;"|'''Description:'''
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:autoinjector-pouch.png|64px]]<br>'''Autoinjector Pouch'''<br>Costs: 15 Points
|style="border: 2px solid black; padding: 5px;"|[[File:Circuitboard.png|64px]]<br>'''Power Control Module'''<br>Costs: 5 Points
|style="border: 2px solid black; padding: 5px;"|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
|style="border: 2px solid black; padding: 5px;"|Heavy-duty switching circuits for power control. Is used mainly for APC repair or construction.
Contains:
{| border="1" class="wikitable style="width: 100%;"
|[[File:Bicaridine.png|64px]]
[[Chemistry#Bicaridine|'''2x Bicaridine  Auto-injectors''']]
|[[File:Kelotane.png|64px]]
[[Chemistry#Kelotane|'''2x Kelotane Auto-injectors''']]
|[[File:Tramadol_Injector.png|64px]]
[[Chemistry#Tramadol|'''2x Tramadol Auto-injectors''']]
|[[File:Emergency_Auto_injector.png|64px]]
[[#Emergency Auto-Injector|'''Emergency Auto-injector''']]
|}
|-
|-


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|-  
|-  


|style="border: 2px solid black; padding: 5px;"|[[File:Data_Detector.png]]<br>'''Data Detector'''<br>Costs: 15 Points
|style="border: 2px solid black; padding: 5px;"|[[File:Night Vision Goggles.png|64px]]<br>'''M2 Night Vision Goggles'''<br>Costs: 25 Points
|style="border: 2px solid black; padding: 5px;"|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.
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:Data_Detector.png]]<br>'''Data Detector'''<br>Costs: 5 Points
|style="border: 2px solid black; padding: 5px;"|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.
|style="border: 2px solid black; padding: 5px;"|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.


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|}
|}
|-  
|-  
|style="border: 2px solid black; padding: 5px;"|[[File:JTAC key.png|64px]]
'''Intel Radio Encryption Key'''<br> Costs:5 points
|style="border: 2px solid black; padding: 5px;"|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)
|-


|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]]
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|-  
|-  


|style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:autoinjector-pouch.png|64px]]<br>'''Autoinjector Pouch'''<br>Costs: 15 Points
'''Large Magazine Pouch'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;"|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
 
Contains:
|style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}}
{| border="1" class="wikitable style="width: 100%;"
|-
|[[File:Bicaridine.png|64px]]
 
[[Chemistry#Bicaridine|'''2x Bicaridine  Auto-injectors''']]
|style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]
|[[File:Kelotane.png|64px]]
 
[[Chemistry#Kelotane|'''2x Kelotane Auto-injectors''']]
'''H5 Pattern M2132 Machete Scabbard'''<br> Costs:5 points
|[[File:Tramadol_Injector.png|64px]]
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
[[Chemistry#Tramadol|'''2x Tramadol Auto-injectors''']]
|[[File:Emergency_Auto_injector.png|64px]]
[[#Emergency Auto-Injector|'''Emergency Auto-injector''']]
|}
|-
|-


|style="border: 2px solid black; padding: 5px;"|[[File:Motion_Detector.gif|64px]]
|style="border: 2px solid black; padding: 5px;"|[[File:Motion_Detector.gif|64px]]
'''Motion Detector'''<br> Costs:15 points
'''Motion Detector'''<br> Costs:15 points
|style="border: 2px solid black; padding: 5px;"| 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).
|style="border: 2px solid black; padding: 5px;"| 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 {{Key press|Z}} (in hotkey mode).




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|-
|-


|style="border: 2px solid black; padding: 5px;"| [[File:MedicHud.png|64px]]<br>'''Sensor Medical HUD'''<br>Costs:5 Points
|style="border: 2px solid black; padding: 5px;"| A pair of Sensor-Mate Goggles. Goes on the eyes slot and displays medical info.
|-
|}
</tab>


|}
<tab name="Pouches">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Pouch:'''
! style="background-color:#A9A9A9"|'''Description:'''
|-
 
|style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]]
'''Large Magazine Pouch'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Largeshell-pouch.png|64px]]
'''Large Shotgun Shell Pouch'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;"|It can contain more handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots for shells.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:autoinjector-pouch.png|64px]]<br>'''Autoinjector Pouch'''<br>Costs: 15 Points
|style="border: 2px solid black; padding: 5px;"|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
Contains:
{| border="1" class="wikitable style="width: 100%;"
|[[File:Bicaridine.png|64px]]
[[Chemistry#Bicaridine|'''2x Bicaridine  Auto-injectors''']]
|[[File:Kelotane.png|64px]]
[[Chemistry#Kelotane|'''2x Kelotane Auto-injectors''']]
|[[File:Tramadol_Injector.png|64px]]
[[Chemistry#Tramadol|'''2x Tramadol Auto-injectors''']]
|[[File:Emergency_Auto_injector.png|64px]]
[[#Emergency Auto-Injector|'''Emergency Auto-injector''']]
|}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Machete pouch.png|64px]]
'''H6B pattern M2132 machete scabbard'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|A large leather scabbard used to carry an M2132 machete. It can be strapped to pouch slot.
|-


</tab>
</tab>
<tab name="Special Ammunition">
<tab name="Primary Ammunition">
{| style="border: 2px solid black; class="mw-collapsible"
{| style="border: 2px solid black; class="mw-collapsible"
  ! style="background-color:#A9A9A9; width:130px;"|'''Magazine:'''
  ! style="background-color:#A9A9A9; width:130px;"|'''Magazine:'''
  ! style="background-color:#A9A9A9; width:800px;"|'''Description:'''  
  ! style="background-color:#A9A9A9; width:800px;"|'''Description:'''  
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:L42 AP mag.png|64px]]<br>'''L42A Armor Piercing Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| [[File:M4RA-AP-mag.png|64px]]<br>'''M4RA Armor Piercing Magazine'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.<br>Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
|style="border: 2px solid black; padding: 5px;"| Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.<br>Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
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'''Punch:''' 0.5
'''Punch:''' 0.5
|}
|}
|}
</tab>
<tab name="Secondary Ammunition ">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9;"|'''Ammunition:'''
! style="background-color:#A9A9A9;"|'''Description:'''
  |-
  |-
|style="border: 2px solid black; padding: 5px;"| [[File:M44-HR-SL.png]]<br>'''M44 heavy speed Loader'''<br>Costs:10 points
|style="border: 2px solid black; padding: 5px;"| [[File:M44-HR-SL.png]]<br>'''M44 heavy speed Loader'''<br>Costs:10 points
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'''Punch:''' 0.5
'''Punch:''' 0.5
  |}
  |}
|}
</tab>
<tab name="Attachments">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9;"|'''Attachment:'''
! style="background-color:#A9A9A9;"|'''Benefits:'''
! style="background-color:#A9A9A9;"|'''Drawbacks:'''
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Angled_Grip.png|64px]]<br>'''Angled Grip'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| [[File:M4A3-Hollow-Point-mag.png|64px]]<br>'''M4A3 Hollowpoint Magazine'''<br>Costs: 5 points
|style="border: 2px solid black; padding: 5px;"| A pistol magazine containing nine (9) 9mm hollowpoint bullets, which have noticeably higher stopping power on unarmoured targets, and noticeably less on armored targets.
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 9


'''Damage''': 55


|style="border: 2px solid black; padding: 5px;"|
'''Max Range''': 22
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Majorly decreased wield delay
*Slightly decreased recoil
*Slightly increases accuracy
*Slightly decreased bullet spread
|}


'''Fall off''': 7


|style="border: 2px solid black; padding: 5px;"|
'''Penetration:''' 0


{| border="1"
'''Punch:''' 0.5
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly decreases accuracy
*Slightly increased bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increased weapon size
  |}
  |}
|-
|-
|style="border: 2px solid black; padding: 5px;"|[[File:Extended_barrel.png|64px]]<br>'''Extended Barrel'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| [[File:M4A3-AP-mag.png|64px]] <br>'''M4A3 Armour Piercing Magazine'''<br>Costs: 5 points
|style="border: 2px solid black; padding: 5px;"| 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.
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Stats:'''
|width=100|
'''Capacity''': 9


'''Damage''': 25


|style="border: 2px solid black; padding: 5px;"|
'''Max Range''': 22
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Moderately increases accuracy
|}


|style="border: 2px solid black; padding: 5px;"|
'''Fall off''': 7
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly decreases damage
|}


|-
'''Penetration:''' 40
|style="border: 2px solid black; padding: 5px;"|[[File:Gyro.png|64px]]'''<br>Gryoscopic Stabilizer'''<br> Costs:10 points


 
'''Punch:''' 0.5
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly reduces bullet spread
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Majorly reduces bullet spread
*Moderately increases accuracy
*Greatly reduces the accuracy penalty for moving.
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces burst spread
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately decreased firing speed
|}
 
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Laser_sight.png|64px]]<br>'''Laser Sight'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
*Moderately reduces bullet spread
*Slight reduction of accuracy penalty when moving
  |}
  |}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Undershot.png]]<br>'''U7 Underbarrel Shotgun'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"| [[File:VP78 Magazine.png|64px]]<br>'''VP78 Magazine'''<br>Costs: 5 points
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
|style="border: 2px solid black; padding: 5px;"| A pistol magazine containing fourteen (14) 9mm VP bullets, has reasonably good damage and penetration.
{| border="1"
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed"
  |+ style="text-align:left;"|'''Both:'''
  |+ style="text-align:left;"|'''Stats:'''
  |
  |width=100|
* Adds the ability to fire three semi-auto buckshot rounds
'''Capacity''': 14
* Reloadable with additional buckshot
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]
|}


'''Damage''': 45


|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
'''Max Range''': 22


{| border="1"
'''Fall off''': 7
|+ style="text-align:left;"|'''Both:'''
|
* The short barrel reduces the ammo's effectiveness
* Slightly reduced accuracy compared to an actual shotgun
* Slightly reduced knockdown/stun effect compared to an actual shotgun
* Slightly reduced accuracy when firing compared to an actual shotgun
* Moderately reduced damage compared to an actual shotgun
* Can only be loaded with buckshot
|}


|-
'''Penetration:''' 30
|style="border: 2px solid black; padding: 5px;"| [[File:M37_stock.png|64px]]<br>'''Shotgun Stock'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}


 
'''Punch:''' 0.5
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
*Slightly decreases firing speed
 
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Smg_Stock.png|64px]]<br>'''Submachinegun Stock'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
|}
 
 
 
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
 
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
|}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:m41astock.png|64px]]<br>'''M41A Solid Stock'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
 
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Moderately reduces recoil
*Greatly reduces bullet spread
*Slight reduction of the accuracy penalty when moving
|}
 
 
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases weapon melee damage
  |}
  |}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Major wield delay
*Slightly decreases movement speed.
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Greatly increases bullet spread
*Moderately increases recoil
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increases weapon size
*Slightly decreases firing speed
|}
|-
|-
|style="border: 2px solid black; padding: 5px;"| [[File:quickfire.png|64px]]<br>'''Quickfire Adapater'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately increases firing speed
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately decreases accuracy
* Decreases burst-fire shots by 1 (from 3 or 4)
* Moderately increases spread
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Recoil_compensator.png|64px]]<br>'''Recoil Compensator'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly reduces recoil
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately reduces recoil
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Moderately decreases damage
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:reddot.png|64px]]<br>'''Red Dot Sight'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly increases accuracy
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Slight decrease in accuracy for moving.
|}
|-
|style="border: 2px solid black; solid black; padding: 5px;"| [[File:Reflex.png|60px]]<br>'''Reflex Sight'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly increases accuracy
*Moderately decreases bullet spread
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately increases the accuracy penalty when moving
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:supressor.png]]<br>'''Suppressor'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Slightly increases accuracy
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Greatly decreases firing sound
* Removes muzzle flashes
* Removes firing messages
* Slightly decreases recoil
* Slightly decreases bullet spread
|}
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Slightly decreases damage
|}
|-
|style="border: 2px solid black; padding: 5px;"|[[File:forwardgrip.png|64px]]'''<br>Vertical Grip'''<br> Costs:10 points
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Moderately increases accuracy
*Slightly decreases recoil
*Slightly decreased bullet spread
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Moderately reduces burst spread
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly decreases movement speed
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Moderately decreases accuracy
*Slightly increased bullet spread
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Increased weapon size
*Slight increase of the accuracy penalty when moving
|}
|}
</tab>
</tab>
</tabs>
</tabs>
Line 983: Line 620:
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Technical_manual.png]]
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Technical_manual.png]]
[[#Technical Manual|'''Technical Manual''']]
[[#Technical Manual|'''Technical Manual''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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 DEFCON and should be stored in the Computer Storage area.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.
|-
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Data_Terminal.png]]
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Data_Terminal.png]]
Line 998: Line 635:
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:advanced mass-spectrometer.png]]
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:advanced mass-spectrometer.png]]
[[#Advanced Mass-spectrometer|'''Advanced Mass-spectrometer''']]
[[#Advanced Mass-spectrometer|'''Advanced Mass-spectrometer''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | 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 DEFCON.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | 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.


|-
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Healthanalyzer.png]]
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Healthanalyzer.png]]
[[#Healthanalyzer|'''Health Analyzer''']]
[[#Healthanalyzer|'''Health Analyzer''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | 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 DEFCON.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | 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.


|-
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Datacard.png]]
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Autopsy scanner.png]]
[[#Datacard|'''Datacard''']]
[[#Autopsy Scanner|'''Autopsy Scanner''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | A disk of data containing one of the administration authentication codes necessary to lift the lockdown. Typically found in administrative areas and must be used in a pair at the lockdown override terminal. Found on [https://cm-ss13.com/wiki/images/8/8e/CORSAT_Satellite.png CORSAT].
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | 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.===
===Retrieval of Research Assets.===
The Company has promised to pay High Command to lower the DEFCON threat level, if your researchers manage to identify any lost research assets from the colony.
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.


{| style="border: 2px solid black; width:60%"
{| style="border: 2px solid black; width:60%"
Line 1,035: Line 672:




Items in safes can not be open with [[Marine_Equipment#C4_Explosive_Charge|C4]] or [[Chemistry#Thermite|Thermite]].
Items in safes can not be opened with [[Marine_Equipment#C4_Explosive_Charge|C4]] or [[Chemistry#Thermite|Thermite]].


== Cataloging and sorting data ==
== Cataloging and sorting data ==
When you've been gathering folders, scraps of paper or anything in the field that is considered valuable to DEFCON. It is important to sort out what you've read through and what needs to be read through.<br /><br />
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.<br /><br />


It is recommended that all intel items requiring processing be put in '''Storage''' and processed intel items in the '''High-Sec Storage'''.<br /><br />
It is recommended that all intel items requiring processing be put in '''Storage''' and processed intel items in the '''High-Sec Storage'''.<br /><br />
Line 1,046: Line 683:
If you have lost track of what is left to retrieve, open the '''IC > View objective clues''' tab.<br/><br />
If you have lost track of what is left to retrieve, open the '''IC > View objective clues''' tab.<br/><br />


A key objective is to find decryption disks in order to reduce the DEFCON. In order to do that,
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.
1. Read all the scraps.
Line 1,057: Line 694:


5. Load the disk onto one of the ARES terminals, enter the decryption key and continue with the cataloging.
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.
{| style="border: 2px solid black; width:60%"
! style="background-color:#84987A;"|'''Tech:'''
! style="background-color:#84987A;"|'''Description:'''
! style="background-color:#84987A;"|'''Cost:'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier1.png]]
[[#Tech Tier 1|'''Tech Tier 1''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Free (one time purchase)'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier1 dropship.png]]
[[#Dropship Budget Increase|'''Dropship Budget Increase''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see [[Pilot_Officer#Dropship_Part_Fabricator|the dropship fabricator list in the PO's page.]])
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''12 (+1 every purchase)'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 4px solid black; padding: 5px;" |[[File:Tech tier1 dropship.png]]
[[#Requisitions Budget Increase|'''Requisitions Budget Increase''']]
|style="border: 2px solid black; border-bottom: 4px solid black; padding: 5px;" |This tier 1 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: 4px solid black; padding: 5px;" | '''15 (+1 every purchase)'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2.png]]
[[#Tech Tier 2|'''Tech Tier 2''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Enables the second tier of the tech tree. The only tier 2 techs are for  resupplying any and all OB warheads.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''5 (one time purchase)'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead inc.png]]
[[#Additonal OB Projectiles - Incendiary|'''Additional OB Projectiles - Incendiary''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead cluster.png]]
[[#Additonal OB Projectiles - Cluster|'''Additional OB Projectiles - Cluster''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead he.png]]
[[#Additonal OB Projectiles - HE|'''Additional OB Projectiles - HE''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech Tier3.png]]
[[#Tech Tier 3|'''Tech Tier 3''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''5 (one time purchase)'''
|-
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Cryorines.png]]
[[#Wake up Additional Troops|'''Wake up Additional Troops''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes.
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+5 per purchase)'''
|-
|}


= Your Skillset =
= Your Skillset =
[[File:IO_skill_set.png]]
{{MarineSkills
|cqc=1
|melee=1
|firearms=1
|endurance=1
|engineering=2
|leadership=1
|research=1
|jtac=2
|intel=2
|fireman=1
}}


= Resources =
= Resources =
*[https://cm-ss13.com/forums/showthread.php?4510-An-Supplementary-guide-to-Intelligence-Officer-(In-Depth) A Supplementary guide to Intelligence Officer (In-Depth) ] by Seabass390 on 26 January 2020
*[https://cm-ss13.com/forums/showthread.php?4510-An-Supplementary-guide-to-Intelligence-Officer-(In-Depth) A Supplementary guide to Intelligence Officer (In-Depth) ] by Seabass390 on 26 January 2020
* [https://cm-ss13.com/forums/showthread.php?3130-How-To-Intelligence-Officer&highlight=intelligence+officer How To: Intelligence Officer] by Soapbar on 18 September 2019
* [https://cm-ss13.com/forums/showthread.php?3130-How-To-Intelligence-Officer&highlight=intelligence+officer How To: Intelligence Officer] by Soapbar on 18 September 2019

Latest revision as of 21:29, 10 September 2024

COMMAND
IntelOfficer.png
Intelligence Officer
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 and decrypt them to grant the USCM additional resources.
|__________|



"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.

Computer lab.png

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:
Insulated Gloves.png

Insulated Gloves

Protects users against electrical shocks.
XM4 Pattern Intel Armor.png

XM4 Pattern Intel Armor

Tougher than steel, quieter than whispers, the XM4 Intel Armor provides capable protection combined with an experimental integrated motion tracker. It took an R&D team a weekend to develop and costs more than the Chinook Station... probably. When worn, uniform accessories such as webbing cannot be attached due to the motion sensors occupying the clips.


Holds up to five items in it's pouches. Requires an Intel Officer uniform and special training in Intel to wear.

Lore:
ARMAT Perfection.

The XM4 Soldier Awareness System mixes M4-style hard armor and a distributed series of motion sensors clipped onto the breastplate. When connected to any HUD optic, it replicates the effects of an M314 Motion Detector unit, increasing user situational awareness. It is currently undergoing field trials by intelligence operatives.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.55

Headset.png

Headset

Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This one is a command variant which has access to all channels.
IO Pack.png

USCM Lightweight Expedition Pack

A heavy-duty IMP based backpack that can be slung around the front or to the side, and can quickly be accessed with only one hand. Usually issued to USCM intelligence officers.
MRE.png

MRE

Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Pick One
Equipment: Description:
XM12 Pattern Intel Helmet.png

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.
Beret green.png

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
Beret tan.png

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.
Officer Cap.png

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.
Pick One
Belt: Description:
G18-Utility-Pouch.png
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.png
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.png
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.png

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.png
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.
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Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
M276 Pattern Toolbelt Rig.png
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.
Pick Two
Pouch: Description:
Document-pouch.png

Document Pouch

A pouch used to hold documents for safe keeping. Can hold 21 items.
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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 NanoMed.png on the Almayer and Dropships.
Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

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Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
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Fuel tank strap pouch
Two rings straps that loop around M240 variety napalm tanks. Handle with care.
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Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
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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.

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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.
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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.
Pistol-pouch.png
Sidearm Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Tool Pouch.png
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:

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Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

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Cable Coil

Multitool.png

Security Access Tuner

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Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Pick One
Accessories: Description:
Black webbing vest.png
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.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Shoulder Holster.png
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.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Drop Pouch.png
Drop Pouch
A convenient pouch to carry loose items around. Able to hold 1 medium item and 2 small items
Pick One
Mask: Description:
Gasmask.png
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
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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.

Intelligence Officer Gear Rack

Equipment: Description:
Crowbar.png

Crowbar

Used for Opening unpowered doors and displacing girders so you can move them.
Fulton Device.png

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.png

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.
Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
  • Long Range: The Data Detector will detect Intel on your whole screen and further at a slow rate.
  • Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
Binoculars.png
Binoculars
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
Supplies: Description:
Circuitboard.png
Power Control Module
Costs: 5 Points
Heavy-duty switching circuits for power control. Is used mainly for APC repair or construction.
Binoculars.png
Binoculars
Costs: 5 Points
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
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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.png
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.
Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
  • Long Range: The Data Detector will detect Intel on your whole screen and further at a slow rate.
  • Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
JTAC key.png

Intel Radio Encryption Key
Costs:5 points

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.png

Mini Extinguisher
Costs:5 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Fulton Device.png

Fulton Device
Costs: 10 Points

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.
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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:

Bicaridine.png

2x Bicaridine Auto-injectors

Kelotane.png

2x Kelotane Auto-injectors

Tramadol Injector.png

2x Tramadol Auto-injectors

Emergency Auto injector.png

Emergency Auto-injector

Motion Detector.gif

Motion Detector
Costs:15 points

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).


Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
C4.png
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.


Requires the Trained level of engineering to plant C4.

Goggles.png
Welding Goggles
Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.
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Sensor Medical HUD
Costs:5 Points
A pair of Sensor-Mate Goggles. Goes on the eyes slot and displays medical info.
Pouch: Description:
Largemag-pouch.png

Large Magazine Pouch
Costs:10 points

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.

Largeshell-pouch.png

Large Shotgun Shell Pouch
Costs:10 points

It can contain more handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots for shells.
Autoinjector-pouch.png
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:

Bicaridine.png

2x Bicaridine Auto-injectors

Kelotane.png

2x Kelotane Auto-injectors

Tramadol Injector.png

2x Tramadol Auto-injectors

Emergency Auto injector.png

Emergency Auto-injector

Machete pouch.png

H6B pattern M2132 machete scabbard
Costs:10 points

A large leather scabbard used to carry an M2132 machete. It can be strapped to pouch slot.
Magazine: Description:
M4RA-AP-mag.png
M4RA 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.
Stats:

Capacity: 25

Damage: 32

Max Range: 22

Fall off: 0

Penetration: 31

Punch: 0.5

M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:10 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
Stats:

Capacity: 48

Damage: 34

Max Range: 22

Fall off: 3

Penetration: 31

Punch: 0.5

M39-extended-mag.png
M39 Extended Magazine
Costs:10 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
Stats:

Capacity: 72

Damage: 41

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

M41A-AP-mag.png
M41A Armor Piercing Magazine
Costs:10 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Stats:

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 0.8

Penetration: 31

Punch: 0.5

M41A-extended-mag.png
M41A Extended Magazine
Costs:10 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
Stats:

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 0.8

Penetration: 0

Punch: 0.5

Ammunition: Description:
M44-HR-SL.png
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.
Stats:

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

M4A3-Hollow-Point-mag.png
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.
Stats:

Capacity: 9

Damage: 55

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

M4A3-AP-mag.png
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.
Stats:

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 40

Punch: 0.5

VP78 Magazine.png
VP78 Magazine
Costs: 5 points
A pistol magazine containing fourteen (14) 9mm VP bullets, has reasonably good damage and penetration.
Stats:

Capacity: 14

Damage: 45

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

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:
Paper Scraps.png

Paper Scraps and Progress Reports

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.
Folder.png

Folders

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.
Data Disks.png

Data Disks

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.
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Technical Manual

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.
Data Terminal.png

Data Terminal

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:
Advanced mass-spectrometer.png

Advanced Mass-spectrometer

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.
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Health Analyzer

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.
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Autopsy Scanner

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:
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Research notes

A research note left behind by a scientist from the colony. Bring them to the researcher on-board the Almayer.
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Vialbox

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:
Tech tier1.png

Tech Tier 1

Enables the first tier of the tech tree, 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 (one time purchase)
Tech tier1 dropship.png

Dropship Budget Increase

This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see the dropship fabricator list in the PO's page.) 12 (+1 every purchase)
Tech tier1 dropship.png

Requisitions Budget Increase

This tier 1 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)
Tech tier2.png

Tech Tier 2

Enables the second tier of the tech tree. The only tier 2 techs are for resupplying any and all OB warheads. 5 (one time purchase)
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Additional OB Projectiles - Incendiary

This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead. 10 (+2 every purchase)
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Additional OB Projectiles - Cluster

This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead. 10 (+2 every purchase)
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Additional OB Projectiles - HE

This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead. 10 (+2 every purchase)
Tech Tier3.png

Tech Tier 3

Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics. 5 (one time purchase)
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Wake up Additional Troops

Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes. 10 (+5 per purchase)

Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



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