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|jobtitle = Executive Officer | |jobtitle = Executive Officer | ||
|difficulty = Hard | |difficulty = Hard | ||
|rank = | |rank = Captain | ||
|superior = [[Commanding Officer]] | |superior = [[Commanding Officer]] | ||
|unlock = | |unlock = 5 hours as [[Staff Officer]]. | ||
|duties = Obey and support the Commanding Officer. Help run the operation. | |duties = Obey and support the Commanding Officer. Help run the operation. | ||
|guides = | |guides = [[Marine Law]] | ||
|description = You are second in command aboard the ship, and are the next in the chain of command after the Commanding Officer.<br>You may need to fill in for other duties if areas are understaffed, and you are given access to do so.<br>Good luck, Commander ! | |description = You are second in command aboard the ship, and are the next in the chain of command after the Commanding Officer.<br>You may need to fill in for other duties if areas are understaffed, and you are given access to do so.<br>Good luck, Commander ! | ||
}} | }} | ||
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= The Executive Officer = | |||
You are the '''Executive Officer''' (A.K.A The X.O.) the second in command of the [[Marines]]. You have been tasked with the '''same objective as the [[Commanding Officer]]''', you're both there '''to command the marines'''. If there is no Commanding Officer alive or available you are next in line to be in command of the marines '''to brief them on the mission and command them'''. | You are the '''Executive Officer''' (A.K.A The X.O.) the second in command of the [[Marines]]. You have been tasked with the '''same objective as the [[Commanding Officer]]''', you're both there '''to command the marines'''. If there is no Commanding Officer alive or available you are next in line to be in command of the marines '''to brief them on the mission and command them'''. Both you and the Commanding Officer may deploy at the same time or separately so long as CIC is staffed properly.<br /> | ||
<br /> | <br /> | ||
If you are on the Almayer and '''Code Red''' has not been set, you are not authorized to have a firearm that is bigger than a pistol and if caught you will be warned by an MP/ | If you are on the Almayer and '''Code Red''' has not been set, you are not authorized to have a firearm that is bigger than a pistol and if caught you will be warned by an MP/CMP. ''The only exception to this is when you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set. I.e. The Almayer has been boarded.'' | ||
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==Engineering== | ==Engineering== | ||
If the squad you assigned to FOB duty doesn't have any [[ | If the squad you assigned to FOB duty doesn't have any [[Combat Technician|combat technician]], don't waste time telling them to make a cardboard box fort, send down some [[Maintenance Technician|Maintenance Technicians]] to get the job done right and then once they've done their job extract them back to the [[USS Almayer]]. You can also order the [[Chief Engineer]] to deploy so long as a [[Auxiliary Support Officer]] is aboard the Almayer. | ||
==Communications Console== | ==Communications Console== | ||
The communications console allows you to inform USCM High Command about the ongoing mission, make announcements for all of the marines to see, request the evacuation of the Almayer and lastly it allows you to call in a random [[Responders|Emergency Response Team]] that might save the day or ruin it depending on who answers your plea's for help. | The communications console allows you to inform USCM High Command about the ongoing mission, make announcements for all of the marines to see, request the evacuation of the Almayer and lastly it allows you to call in a random [[Responders|Emergency Response Team]] that might save the day or ruin it depending on who answers your plea's for help. | ||
=Abilities: Orders= | =Abilities: Orders= | ||
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|Increased gun accuracy and effective range. | |Increased gun accuracy and effective range. | ||
|} | |} | ||
=The Tech Tree= | |||
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles. | |||
{| 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= | ||
{{MarineSkills | |||
|cqc=2 | |||
|firearms=1 | |||
|endurance=2 | |||
|engineering=2 | |||
|construction=2 | |||
|leadership=3 | |||
|medical=3 | |||
|surgery=1 | |||
|police=1 | |||
|powerloader=2 | |||
|jtac=4 | |||
|intel=2 | |||
|fireman=2 | |||
|navigation=1 | |||
}} | |||
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. | To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. | ||
= Guides = | = Guides = | ||
* [ | * [https://old-forum.cm-ss13.com/old/viewtopic.php%3Ff=94&t=17828.html Executive Officer: Unleash your Inner General] by Thesoldier |
Latest revision as of 10:45, 12 September 2024
Difficulty: Hard Supervisors: Commanding Officer Rank: Captain Duties: Obey and support the Commanding Officer. Help run the operation. Guides: Marine Law Unlock Requirements: 5 hours as Staff Officer. Detailed Description: You are second in command aboard the ship, and are the next in the chain of command after the Commanding Officer. You may need to fill in for other duties if areas are understaffed, and you are given access to do so. Good luck, Commander ! |__________| |
"Boy's definitely got a corncob up his ass."
―Private Frost, regarding Lieutenant Gorman, Aliens
The Executive Officer
You are the Executive Officer (A.K.A The X.O.) the second in command of the Marines. You have been tasked with the same objective as the Commanding Officer, you're both there to command the marines. If there is no Commanding Officer alive or available you are next in line to be in command of the marines to brief them on the mission and command them. Both you and the Commanding Officer may deploy at the same time or separately so long as CIC is staffed properly.
If you are on the Almayer and Code Red has not been set, you are not authorized to have a firearm that is bigger than a pistol and if caught you will be warned by an MP/CMP. The only exception to this is when you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set. I.e. The Almayer has been boarded.
The same principles as the Commanding Officer and are under his/her command.
Overwatch
The XO is second in command and as such you'll be telling the Staff Officers what to order the marines in the case that a Commanding Officer isn't present. You may also need to man an overwatch console so that all the squads have someone to relay their intel about the enemy to, besides their Squad Leader. A good overwatch will stay in contact with their squad and ask for regular updates on how the squad is doing, if they require any supplies and they'll make sure the two dropships are planetside for if any injured are required to be evaced, this may require that you tell the Pilot to launch early depending on which dropship the Pilot Officer is using.
Supply Beacons and Orbital Beacons
Please refer to Supply Drop and Orbital Bombardment.
Requisitions
As the XO you'll want to make sure a stream of supplies is reaching the marines while the CO is ordering the SO's and squads about, if there is no CO, you'll be ordering the SO's and squads as well as shouting at requisitions for supplies. You'll want to keep reminding requisitions of which supplies are needed, normally it'll be "We need ammo and materials for defences." Usually it's good to specify what ammo so that the Cargo Technicians can prioritise which ammo to get first in a rush, for example: "Requisitions, we need 10mm, 9mm, Buckshot and materials for defences." That example is just for general supplies, if you wanted to specify to which squad it goes to you'd just insert the squad name and if it's going by supply drop, a dropship or a squad member is picking it up from requisitions. You'll want to always be in touch with the squads making sure that they have enough supplies, if they've run out of supply beacons ask requisitions to order more or if you're in a rush ask a CT to load it onto the relevant dropship.
Medical
While you're ordering the marines about, delegating orders to the SO's and shouting at requisitions it's good to inform medical that injured are being brought up on dropships so they can prepare for the injured in the hangar, it makes the transition from the Dropship to medical smoother and a lot faster than the Doctors being surprised they just gained 10 injured out of nowhere. Usually this job is done by the pilot, however if you can't rely on your pilot to do this, keep in contact with the squads and tell medical yourself.
Engineering
If the squad you assigned to FOB duty doesn't have any combat technician, don't waste time telling them to make a cardboard box fort, send down some Maintenance Technicians to get the job done right and then once they've done their job extract them back to the USS Almayer. You can also order the Chief Engineer to deploy so long as a Auxiliary Support Officer is aboard the Almayer.
Communications Console
The communications console allows you to inform USCM High Command about the ongoing mission, make announcements for all of the marines to see, request the evacuation of the Almayer and lastly it allows you to call in a random Emergency Response Team that might save the day or ruin it depending on who answers your plea's for help.
Abilities: Orders
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the Commanding Officers order will last longer then a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.
Orders: | Description: |
---|---|
Move! |
Increased mobility and chance to dodge projectiles. |
Hold! |
Increased resistance to pain and combat wounds. |
Focus! |
Increased gun accuracy and effective range. |
The Tech Tree
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.
Tech: | Description: | Cost: |
---|---|---|
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) | |
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) | |
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) | |
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) | |
This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead. | 10 (+2 every purchase) | |
This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead. | 10 (+2 every purchase) | |
This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead. | 10 (+2 every purchase) | |
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) | |
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
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To find out about how the skill system works head over to the skills system page.
Guides
- Executive Officer: Unleash your Inner General by Thesoldier