More actions
(→Previous Core Gamplay Systems: Marine and Alien techwebs added to Gameplay system section) |
|||
(42 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
'''Previous wiki username:''' Mr. Penguin | '''Previous wiki username:''' Mr. Penguin | ||
'''CM-SS13 Wiki Maintainer''' | '''CM-SS13 Wiki Maintainer from 2017-2019''' | ||
Line 9: | Line 9: | ||
__TOC__ | |||
{| style="border: 2px solid black; style="width:19%" | {| style="border: 2px solid black; style="width:19%" | ||
Line 50: | Line 50: | ||
The founder of the infestation game mode, their server being the first to host a purely human vs xenos faction deathmatch without traitors, antag paranoia, or the classic elements of vanilla SS13. | The founder of the infestation game mode, their server being the first to host a purely human vs xenos faction deathmatch without traitors, antag paranoia, or the classic elements of vanilla SS13. | ||
|- | |- | ||
|'''2013, Circa''' | |'''2013, Circa''' | ||
Line 62: | Line 60: | ||
*CaptainEnglish becomes the host of Infestation Station. | *CaptainEnglish becomes the host of Infestation Station. | ||
'''Server Name Changes to: Colonial Marines''' | '''Server Name Changes to: Colonial Marines''' | ||
|- | |||
|colspan="2"| <big><center>'''Linear Server Progression from here onwards:'''</center></big> | |||
|- | |- | ||
|'''2014, Circa''' | |'''2014, Circa''' | ||
Line 90: | Line 90: | ||
|- | |- | ||
|'''2015, April 20:''' | |'''2015, April 20:''' | ||
|Colonial Marines splits from New Eden Station: Apophis775 becomes the host, Rahlzel becoming Co-Host. | |Colonial Marines splits from New Eden Station: Apophis775 becomes the host, Rahlzel becoming Co-Host. '''CM's Anniversary Date''' | ||
'''Server Name Changes to: Colonial Marines''' | '''Server Name Changes to: Colonial Marines''' | ||
|- | |- | ||
|'''2015, Jun | |'''2015, Jun 22:''' | ||
|Planet LV-624 Released | |M56 Smartgun [https://github.com/cmss13-devs/cmss13/commit/65cf32ada0df6d610f07a96da6075ee70023e746 released] as a specialist weapon choice | ||
Planet LV-624 Released (Tested on/off from Feb) | |||
Nostromo taken out of circulation. | Nostromo taken out of circulation. | ||
|- | |||
|'''2015, July 14:''' | |||
|Requisitions Officer, MRE's and Attachments added. [https://old-forum.cm-ss13.com/old/viewtopic.php%3Ff=64&t=2734.html Archive] | |||
|- | |- | ||
|'''2015, July 19:''' | |'''2015, July 19:''' | ||
Line 131: | Line 135: | ||
|'''2017, Jan 8:''' | |'''2017, Jan 8:''' | ||
|V2 Whiskey Outpost (WO) Released | |V2 Whiskey Outpost (WO) Released | ||
|- | |||
|'''2017, Jan 22:''' | |||
|Clonning Removed | |||
|- | |- | ||
|colspan="2"| <big><center>'''Omega Era of CM begins:</center></big> | |colspan="2"| <big><center>'''Omega Era of CM begins:</center></big> | ||
Line 146: | Line 152: | ||
|'''2017, Nov 21:''' | |'''2017, Nov 21:''' | ||
|Prison Station V2 Released | |Prison Station V2 Released | ||
|- | |||
|'''2018, May 21:''' | |||
|[https://gitlab.com/cmdevs/ColonialMarines/-/merge_requests/1852 Atmos removed] | |||
|- | |- | ||
|'''2018, Jun 10:''' | |'''2018, Jun 10:''' | ||
Line 151: | Line 160: | ||
|- | |- | ||
|'''2018, Jun 11:''' | |'''2018, Jun 11:''' | ||
|Rahlzel becomes the Host | |Rahlzel becomes the Host. | ||
'''Server Name Changes to: CM-SS13 to appease Fox''' | '''Server Name Changes to: CM-SS13 to appease Fox''' | ||
Line 163: | Line 172: | ||
|'''2019, Jan 12:''' | |'''2019, Jan 12:''' | ||
| Slc97 retires as Co-Host. | | Slc97 retires as Co-Host. | ||
|- | |- | ||
|'''2019, | |'''2019, Jan 14:''' | ||
|DEFCON core gameplay system added. | |||
| | |- | ||
|'''2019, Mar 18:''' | |||
|Trijent Dam released. | |||
|- | |||
|'''2019, Nov 20:''' | |||
|Sorokyne Strata released. | |||
|- | |||
|'''2020, Jan 1:''' | |||
|CORSAT released. | |||
''' | |- | ||
| | |'''2020, Jun 29:''' | ||
|Sorokyne Strata temporarily taken out of rotation due to lag issues. | |||
|- | |||
|'''2020, Aug 17:''' | |||
|Sorokyne Strata put back in rotation. | |||
|- | |||
|'''2020, Aug 20:''' | |||
|Ice colony V2 taken out of rotation, pending rework. | |||
|- | |||
|'''2020, Sept 23:''' | |||
|Kutjevo Refinery released. | |||
|- | |||
|'''2021, Feb 8:''' | |||
|Prison V3 (Fiorina Science Annex) released. | |||
|- | |||
|'''2021, Mar 9:''' | |||
|DEFCON core gameplay system removed, Techwebs core gameplay system added. | |||
|- | |||
|'''2021, Mar 29:''' | |||
|CORSAT, Sorokyne Strata, and Prison V2 (Fiorina Cellblocks) taken out of rotation. | |||
|- | |- | ||
|'''2021, Jun 26:''' | |||
| | |Ice Colony v3 (Shiva's Snowball) released. | ||
|- | |- | ||
|'''2021, Aug 30:''' | |||
| | |Techwebs core gameplay system disabled. | ||
|- | |- | ||
|'''2022, May 4:''' | |||
|Sorokyne Strata re-added to rotation. | |||
|- | |- | ||
|'''2022, Aug 1:''' | |||
| | |IO job re-added, DEFCON v2 core gameplay system added. | ||
|- | |- | ||
|'''2022, Oct 19:''' | |||
| | | NGGJamie retires as Host. ThesoldierLLJK becomes the Host. | ||
|- | |- | ||
|colspan="2"| <big><center>'''Tabula Rasa Era of CM begins:</center></big> | |||
| | |- | ||
|} | |'''2022, Oct 20:''' | ||
| [https://github.com/cmss13-devs/cmss13/pull/1297 New Varadero] is added for play testing. | |||
|- | |||
|'''2022, Nov 16:''' | |||
| Chance's Claim released. | |||
|- | |||
|'''2022, Nov 27:''' | |||
| New Varadero formally released. | |||
|- | |||
|'''2022, Dec 6:''' | |||
| ThesoldierLLJK retires as Host. Frozentsbgg becomes the Host. The Co-Host rank is reinstated with Forest2001 being given the position. | |||
|- | |||
|'''2024, Jun 30:''' | |||
| Hybrisa is added to map rotation | |||
|- | |||
|'''2024, Sept 3:''' | |||
| Text to Speech (TTS) is tested for three rounds. | |||
|} | |||
= | =Historical Occasions of Note= | ||
== | ==Population Booms== | ||
The increased notoriety on video sharing platforms such as youtube has led to population booms for SS13 and in turn CM-SS13. Below is a list of all the population booms that have affected CM-SS13. | |||
{| class="wikitable" | |||
!Date: | |||
!Population Booms of Significance: | |||
|- | |||
|'''2019, Mar 17''' | |||
''' | |||
| | | | ||
* | *[https://www.youtube.com/watch?v=URJ_qSXruW0| SsethTzeentach releases a review of SS13, Space Station 13.] | ||
[[File:Seth-Population-Boom2.png]] [[File:Seth-Population-Boom.png|182px]] | |||
The high player influx on this scale for CM-SS13 required new discord channels to be made to help deal with all the newer players and their various questions. | |||
'''342 players now sits as CM-SS13's highest player count.''' | |||
|} | |||
''' | |||
==April Fools== | |||
{| class="wikitable" | |||
' | !Year: | ||
!April Fools Events: | |||
|- | |||
!2016 | |||
| For the 2016 april fools event the server was changed to use Pre-Alpha code, which led to a lot of confusion from the more recent players and a barrel of nostalgia from the older veteran players. | |||
|- | |||
!2017 | |||
| 2017 was an interesting one as it wasn't a Pre-Alpha code revert but it did reintroduce some of the Pre-Alpha maps with a watery theme instead of space. Sulaco V1 was made out of wood and called the USS Iowa the infestation map was the nostromo with a watery theme (space was replaced with water tiles, which if moved into would kill you, as such many a marine was lost to drowning at sea.) icly it was described as an infested oil rig. | |||
|- | |||
!|2018 | |||
| 2018, 24 hours of Xenos vs Marines basketball and space jam. For your viewing pleasure below are a list of recorded rounds: | |||
*HKO's recordings of the event: [https://www.youtube.com/watch?v=u-rQXiHo1dU| Part 1] | [https://www.youtube.com/watch?v=ZEPeeJueK_M| Part 2] | |||
*Araulius's recordings of the event: [https://www.youtube.com/watch?v=yz66h6_tVsQ| Full Video] | |||
|- | |||
!|2019 | |||
| Admins released a virus that was updated from the zombie virus code to give player characters ears. All the playable maps were randomly rotated for each round, to add to the horror. | |||
|- | |||
!|2020 | |||
| The game was reverted to an older branch of omega. The March 2019 branch was used for the April fools day event. | |||
|- | |||
!|2021 | |||
| The Sulaco was updated and used for this years April Fools event with new sprites and modifications to the existing Sulaco to add in the additional features the Almayer has. The two things that stayed the same was the old Rasputin dropship and vindicator drop pod. The Sulaco did not include any deployable vehicles such as the tank or APC. | |||
|- | |||
!|2022 | |||
| The Almayer map was rolled back to an older version from September 2020. | |||
|- | |||
!|2023 | |||
| To be added | |||
|- | |||
!|2024 | |||
| A remade version of Prison station V1, also known as prison classic was used on the 31st of March onto april fools. Supplementary to this was the CM Battlepass that was released within the same timeframe, whch had players earning rewards through winning/losing rounds and completing personal challenges. [[File:April-Fools-Battlepass.png|990px|link=https://cm-ss13.com/w/images/8/8e/April-Fools-Battlepass.png]] | |||
|} | |||
< | =Maps= | ||
==Marine Ships== | |||
<tabs> | |||
<tab name="Sulaco V1"> | |||
[[File:Sulaco.png|500px|right]] | |||
'''Date of Circulation:''' October 30th, 2014 - July 30th, 2015 | |||
'''Era of Creation:''' Early Pre-Alpha | |||
'''Era of Creation:''' | |||
<br><br> | <br><br> | ||
''' | '''Sulaco V1''', or simply known as the '''NMV Sulaco''' at the time was the first Marine ship map used on Colonial Marines before being phased out in favour of its successor, Sulaco V2, due to an ever expanding population in July 2015. It has since been retired and only makes occasional appearances for April fools with a better design, which is known as the USS Iowa. | ||
</tab> | </tab> | ||
<tab name="Sulaco V2"> | |||
<tab name=" | [[File:Sulaco_top.png|450px|right|link=https://cm-ss13.com/w/images/1/1a/Sulaco_top.png]][[File:Sulaco_bottom.png|450px|right|link=https://cm-ss13.com/w/images/4/4e/Sulaco_bottom.png]] | ||
[[File: | '''Date of Circulation:''' July 30th, 2015 - April 24th, 2017 | ||
'''Date of Circulation:''' | |||
'''Era of Creation:''' Early Alpha | '''Era of Creation:''' Early Alpha | ||
<br><br> | <br><br> | ||
'''Sulaco V2''', or known as the '''USS Sulaco''' at the time was the revamped version of the Sulaco V1 and was the second marine ship and also first map to use multiple z-levels to simulate different levels of the map as well as two different transportation methods, in this case decks of a ship and the usage of Droppod and Dropship respectively. Uniquely it has been the only map to use a |supermatter for power generation. It was later phased out in favour of its successor, the USS Almayer, due to an ever-expanding population in April 2017. It has since been retired and has not made an appearance since. | |||
'''Supermatter Basic Setup''' | |||
''' | Good news, everyone! The SM engine is mostly set up already and ready to provide power the USS Sulaco. There are just a few additional steps you should undertake before flipping that Emitter on. But first, put on a handy pair of Optical Meson Scanners and put on a Radiation Suit and Radiation Hood. Remember, the SM ('''white''') will ruin your eyes if you look at it without Mesons and you will receive radiation damage without the suit simply from being too close to an active supermatter core. | ||
''' | ''The SM Engine Area'' | ||
[[File:SMEngineNov2015.png]] | |||
[[File: | |||
'''1. Ensure cooling loop is functional''' | |||
Check on the computer ('''blue''') and refresh until it shows that the SM chamber is 'Injecting' coolant at a rate of 700 L/s. The output pressure should then be toggled to 'Open'. Make sure that the input is maximized and open because otherwise the coolant loop will not function properly. | |||
'''2. Prep the radiation collectors''' | |||
The radiation collectors ('''magenta''') are what powers the Sulaco once the SM is active. First go to the phoron tanks (in orange) and fill them to the maximum 1013 kPa capacity using the phoron canister; ('''orange''') To do this first grab a phoron tank in hand then click the phoron canister, ('''orange''') the phoron tank should then be inserted into the canister (you will know if it is inside because a black mark will appear on the side of the canister if it is) after that set the kPa to 1013, then open the release valve, when the tank is full close the release valve and eject the phoron tank. Open the blast doors to the collector and put one full phoron tank into each collector. Make sure click on all eight of the collectors to activate them. | |||
'''3. Turn on the Engine Room SMES''' | |||
Turn both the input and output of the SMES ('''yellow''') to maximum and set the input to Auto. | |||
''' | |||
'''4. Fire the emitter''' | |||
Open the blast door to the SM chamber using the handy toggle. Fire the emitter ('''red''') 10 times. Emitters fire four shots before a longer pause so count carefully; the audio cue helps here. Turn the emitter off and close the blast door. | |||
'''5. Maintain an eye on the SM''' | |||
''' | Use the engine chamber console ('''blue''') to check that the temperature and pressure remain stable. A good safe goal to shoot for is a core temperature of under 500K. After you have done these steps the temperature and pressure should stabilize, which then tells you that you are all safe to walk away, do remember to check up on the SM every once in a while though to see if the temperature/pressure is dropping or rising. | ||
On a side note this SM Engine setup will last you 6 hours and more. - [Tested And Proved] | |||
</tab> | </tab> | ||
<tab name="USS Almayer V1"> | |||
<tab name=" | [[File:Uss_Almayer_V1.png|450px|right]] | ||
[[File: | '''Date of Circulation:''' April 24th, 2017 - September 16th, 2018 | ||
'''Date of Circulation:''' April 24th, 2017 - | |||
'''Era of Creation:''' Early Omega | '''Era of Creation:''' Early Omega | ||
<br><br> | <br><br> | ||
{| border="1" class="mw-collapsible mw-collapsed" style="width:43%" | |||
!Map Changes Over This Time Period: | |||
|- | |||
| | |||
*28th of July | [https://cm-ss13.com/wiki/images/archive/5/54/20170813090620%21USS_Almayer.png Dropships were standardised with the same color scheme | Upper + Lower Medbay were changed | Squad Preps were changed | Requisitions were changed.] | |||
*13th of August | [https://cm-ss13.com/wiki/images/archive/5/54/20171113022245%21USS_Almayer.png The Bridge was moved to the fore of the ship | Brig was expanded on the lower deck | Astronavigation was moved to the very Fore of the ship | Upper Engineering was expanded | Self Destruct was added on the Upper Deck at the aft of the ship. ] | |||
|} | |||
''' | The '''[[USS Almayer]]''' is the latest marine ship to be released on Colonial Marines and is by far the largest due to the population growth that the server has witnessed in recent years. The USS Almayer was the first map and marine ship to fully incorporate perspective sprites for the entirety of the map. | ||
</tab> | |||
<tab name="USS Almayer V2"> | |||
[[File:USS_Almayer_V2.png|450px|right]] | |||
'''Date of Circulation:''' September 16th, 2018 - Current | |||
''' | '''Era of Creation:''' Early Omega | ||
<br><br> | |||
The '''[[USS Almayer]] V2''' doesn't change all too much besides enlarging the ships length and width due to the increased amount of players actively playing the server. | |||
</tab> | </tab> | ||
</tabs> | |||
<tab name=" | ==Infestation Maps== | ||
[[File: | <tabs> | ||
'''Date of Circulation:''' | <tab name="Nostromo"> | ||
[[File:Nostromo.png|450px|right|link=http://cm-ss13.com/wiki/images/a/a7/Nostromo.png]] | |||
'''Date of Circulation:''' October 30th, 2014 - June 10th, 2015 | |||
'''Era of Creation:''' Early Pre-Alpha | |||
<br><br> | |||
'''Nostromo''', aka (CM) boxstation was the sole infestation map used on Colonial Marines before being phased out in favour of its successor, LV-624, due to an ever expanding population in June 2015. It has since been retired and only makes occasional appearances for April Fools, which is known as Waterworld. | |||
</tab> | </tab> | ||
<tab name=" | <tab name="Planet LV-624"> | ||
[[File: | [[File:LV624.png|450px|right|link=http://cm-ss13.com/wiki/images/6/6f/LV624.png LV-624]] | ||
'''Date of | '''Date of Circulation:''' June 10th, 2015 - Current | ||
''' | '''Era of Creation:''' Late Pre-Alpha | ||
<br><br> | |||
'''Map creator''' : Absynth | |||
''' | '''LV-624''' was the successor map to the Nostromo and was additionally the first ground map to be introduced into Colonial Marines. The map itself was created by Abbysynth and then tweaked later by other developers to keep the map fresh and balanced. It was one of the first maps to introduce a method to prevent early game rushing from both sides, which is the thick fog on the map. It was also the first map to incorporate "nightmare mode", where parts of the map change between games. It is the most beloved map by the community, and has been in the game for the longest period of time. It is also the default map for the server. | ||
</tab> | |||
<tab name="Haunted House"> | |||
[[File:Haunted_house.png|450px|right|link=http://cm-ss13.com/wiki/images/c/cb/Haunted_house.png]] | |||
'''Date of Circulation:''' October 24th, 2015 - November 8th, 2015 | |||
'''Era of Creation:''' Early Alpha | |||
<br><br> | |||
The haunted house map is the only map to offer the experience of fighting hostile monsters upon deployment and a cave system which you can use ladders to go down into you can take the cave pathway. An updated version was remade for Halloween 2021. | |||
</tab> | |||
<tab name="Ice Colony V1"> | |||
'''Date of Circulation:''' May 6, 2016 - Oct, 2017 (Roughly) | |||
[[File:Old_Ice_Colony.png|450px|right|link=https://cm-ss13.com/wiki/images/f/f2/Old_Ice_Colony.png]] | |||
'''Era of Creation:''' Alpha | |||
<br><br> | |||
'''Map creator''' : Infernus | |||
'''Ice Colony''' otherwise known as "Shiva's Snowball" was an additional infestation map which contained unique snow mechanics (Slowing of mobs when walking through snow, and the construction of snow barricades). | |||
</tab> | |||
<tab name="Ice Colony V2"> | |||
[[File:Ice_Colony_v2.png|450px|right|link=https://cm-ss13.com/w/images/c/cf/Ice_Colony_v2.png]] | |||
'''Date of Circulation:''' Jan 8 2017 - Aug 20 2020 | |||
'''Era of Creation:''' Alpha | |||
<br><br> | |||
Ice colony V2 was the second snow map, and incorporated two z-levels which could be travelled between with ladders and lifts/elevators. | |||
</tab> | </tab> | ||
<tab name="Ice Colony V3"> | |||
[[File:Map_icecolony.png|450px|right|link=http://cm-ss13.com/wiki/images/1/18/Map_icecolony.png]] | |||
'''Date of Circulation:''' June 26th 2021 - Current | |||
<tab name=" | |||
[[File: | |||
'''Date of Circulation:''' | |||
'''Era of Creation:''' | '''Era of Creation:''' Omega | ||
<br><br> | <br><br> | ||
''' | '''Map creator''' : Triiodine | ||
Ice colony V3, or "Shiva's Snowball" is the spiritual successor to Ice V2. It is a smaller map, and uses only one Z-level, but retains the aesthetics of the prior version. | |||
</tab> | </tab> | ||
< | <tab name="Big Red V1"> | ||
'''Underground''' | |||
[[File:V1_Big_Red_Underground.png |450px|left|link=https://cm-ss13.com/w/images/5/57/V1_Big_Red_Underground.png]] | |||
'''Over Ground:''' | |||
[[File:V1_Big_Red_Ground_Map.png|504px|right|link=https://cm-ss13.com/w/images/c/cd/V1_Big_Red_Ground_Map.png]] | |||
''' | '''Date of Circulation:''' October 9th 2016 - Januray 16th 2017 | ||
'''Era of Creation:''' | '''Era of Creation:''' Alpha | ||
<br><br> | <br><br> | ||
Big Red V1 was a unique design and a massive map with the unique requirement that outside of the colony outpost buildings you were required to have a filtration system on you (aka a breath mask and an oxygen tank) otherwise you'd die. Though that unique feature didn't last too long as it caused a lot of imbalance so it was removed but as the map was played more it became apparent that there were a few atmos issues, especially with pressure. The large open areas of the map also caused the rounds to drag on for a long while. With all that said, the atmosphere of the map itself with tight underground maint tunnels and closely knit hallways was tense at times which made for great rounds. | |||
'''Map Trivia:''' There were some original static barricades (the one's marines can build currently) on the map that survivors sometimes used. Do keep in mind they couldn't be built just yet. | |||
</tab> | </tab> | ||
= | <tab name="Big Red V2"> | ||
[[File:Big_Red.png|450px|right|link=http://cm-ss13.com/wiki/images/9/9e/Solaris_Ridge.png]] | |||
'''Date of Circulation:''' April 24th, 2017 - Current | |||
'''Era of Creation:''' Early Omega | |||
<br><br> | |||
'''Big Red V2''', otherwise known as "Solaris Ridge" was an entire overhaul of the V1 map, which doesn't share much within common with its predecessor. Though with that said it did share similarities to the Nostromo's Research lab and V2 big reds research lab, along with various other buildings that have a Nostromo to Big red V2 parallel: Bar, Dorms, medbay, engineering, and the cafeteria. The Lambda research section of the map was lifted from big red v1. | |||
</tab> | |||
<tab name="Prison V1"> | |||
[[File:Prison_V1.png|450px|right|link=]] | |||
'''Date of Circulation:''' November 14th, 2015 - April 22nd, 2016 (Roughly) | |||
<tab name=" | |||
'''Era of Creation:''' Early Alpha | |||
<br><br> | |||
'''Map creator''' : Infernus444 | |||
'''Prison Station''', also known as Florina Orbital Penetrary takes the players back to the old ways with it's concept being a 'station' in space similar to Nostromo with long hallways and small rooms for both teams to fight over. Prison Station is also the only map to contain a hostile section not controlled by either team. | |||
</tab> | |||
<tab name="Prison V2 - Cellblocks"> | |||
[[File:Map_Prison.png|450px|right|link=http://cm-ss13.com/wiki/images/4/4c/Map_Prison.png]] | |||
'''Date of Circulation:''' November 21st, 2017 - March 29th 2021 | |||
< | |||
'''Era of Creation:''' Early Omega | |||
'''Prison Station''', also known as Florina Orbital Penetrary takes the players back to the old ways with it's concept being a 'station' in space similar to Nostromo with long hallways and small rooms for both teams to fight over. It was notably an altered copy of a prison architect map, "harbourside prison", https://steamcommunity.com/sharedfiles/filedetails/?id=524359537 | |||
Prison Station is also the only map to contain a hostile section not controlled by either team - this being the crashed shuttle in the south section of the map. | |||
{| border="1" class="mw-collapsible mw-collapsed" style="width:43%" | |||
!Developers who contributed to the map: | |||
|- | |||
| | |||
*'''Spriting:''' Gorglol | |||
*'''Original Map Creator:''' Ravingmaniac | |||
*'''Additional Map editors:''' TBD | |||
|} | |||
</tab> | |||
<tab name="Prison V3 - Sci Annex"> | |||
[[File:Prison_Station_Science_Annex.png|450px|right|link=https://cm-ss13.com/w/images/e/e0/Prison_Station_Science_Annex.png]] | |||
'''Date of Circulation:''' February 8th 2021 - Current | |||
<br> | |||
'''Era of Creation:''' Omega | |||
<br><br> | |||
'''Map creator''' : Triiodine | |||
</tab> | |||
<tab name="Trijent Dam"> | |||
[[File:Trijent_Dam.png|450px|right|link=insert link]] | |||
'''Date of First Public Test:''' December 12th, 2018 | |||
'''Date of Circulation:''' March 18th 2019 - Current | |||
'''Era of Creation:''' Mid Omega | |||
'''Desert Dam''', also known as Trijent Dam is one of CM-SS13's largest maps ever used (More than 4 times the size of big red) so far. It introduces the new mechanic of water filtration; this mechanic smoothly filters the toxic water into clean water which can change the flow of a round entirely. | |||
< | |||
{| border="1" class="mw-collapsible mw-collapsed" style="width:43%" | |||
!Developers who contributed to the map: | |||
|- | |||
| | |||
*'''Spriting:''' Nicboone | Ribbonflex | |||
*'''Original Map Creator:''' Ribbonflex | |||
*'''Additional Map editors:''' Ravingmaniac | Awan | Cakey | |||
*'''Coding:''' Spookydonut | Ravingmaniac (water filtration) | Chowder | |||
|} | |||
</tab> | |||
<tab name="CORSAT"> | |||
File to be fetched | |||
'''Date of Circulation:''' Jan 1 2020 - March 29th 2021 | |||
'''Era of Creation:''' Omega | |||
<br><br> | |||
'''Map creator''' : TobiNerd | |||
</tab> | |||
<tab name="Sorokyne Strata"> | |||
File to be fetched | |||
'''Date of Circulation:''' November 20th 2019 - March 29th 2021, May 4th 2022 - Current | |||
'''Era of Creation:''' Omega | |||
<br><br> | |||
'''Map creator''' : Triiodine | |||
'''Map trivia''' : Despite work and testing on Sorokyne being started after CORSAT, it was released before it. | |||
</tab> | |||
<tab name="Kutjevo Refinery"> | |||
File to be fetched | |||
'''Date of Circulation:''' September 23rd 2020 - Current | |||
'''Era of Creation:''' Omega | |||
<br><br> | |||
'''Map creator''' : Triiodine | |||
</tab> | |||
' | <tab name="Chance's Claim"> | ||
File to be fetched | |||
'''Date of Circulation:''' Nov 16 2022 - Current | |||
'''Era of Creation:''' Tabula Rasa | |||
<br><br> | |||
'''Map creator''' : SpartanBobby | |||
</tab> | |||
<tab name="New Varadero"> | |||
File to be fetched | |||
'''Date of Circulation:''' Nov 27 2022 - Current | |||
'''Era of Creation:''' Tabula Rasa | |||
<br><br> | |||
'''Map creator''' : Triiodine | |||
'''New Varadero''' has a layout that closely mirrors that of Ice Colony V2's underground Z-level, but features a complete aesthetic overhaul into a beachside theme. | |||
</tab> | |||
</tabs> | |||
==Last Stand Maps== | |||
The last stand gamemode, also dubbed as the WO gamemode (due to whiskey outpost being the only available map) was originally created by Infernus44 and since then it has undergone a lot of changes and revisions to what it is today. | |||
|- | <tabs> | ||
<tab name="Whiskey Outpost V1"> | |||
[[File:V1_Whiskey_Outpost.png|450px|right|link=https://cm-ss13.com/wiki/images/8/80/V1_Whiskey_Outpost.png]] | |||
'''Date of Circulation:''' May 28th 2016 - January 8th 2017 | |||
'''Creator''': Apophis775 | |||
'''Era of Creation:''' Late Pre-Alpha | |||
<br><br> | |||
'''Whiskey Outpost''' was loosely based off of the [http://starshiptroopers.wikia.com/wiki/Whiskey_Outpost Whiskey Outpost] seen in the first [https://en.wikipedia.org/wiki/Starship_Troopers_(film) starship troopers film] at least in namesake, and is the first and only last stand map which is available on Colonial Marines. | |||
'''Map Trivia:''' Originally named "Fort Slaughterdale". | |||
</tab> | </tab> | ||
<tab name=" | <tab name="Whiskey Outpost V2"> | ||
[[File:V2_Whiskey_Outpost.png|450px|right|link=https://cm-ss13.com/wiki/images/d/df/V2_Whiskey_Outpost.png]] | |||
'''Date of Circulation:''' January 8 2017 - November 9th 2018 | |||
<small> Note that there was a timespan between these dates where whiskey Outpost was broken and unplayable, but currently I have been unable to secure those dates.</small> | |||
'''Creator''': Artouris | |||
'''Era of Creation:''' Late Alpha | |||
<br><br> | <br><br> | ||
{| border="1" | The second major revision of whiskey outpost to turn the map from just a last stand gamemode to a lore based last stand, with the Dust Raiders being introduced. This revision also was required due to the population increasing. | ||
|+ style="text-align:left;"|'''Marine | </tab> | ||
|- | <tab name="Whiskey Outpost V3"> | ||
|[[File: | [[File:Whiskey_outpost.png|450px|right|link= http://cm-ss13.com/wiki/images/7/78/Whiskey_outpost.png]] | ||
| | '''Date of Circulation:''' November 9th 2018 - Current | ||
'''Creator''': Artouris | |||
'''Era of Creation:'''Mid Omega | |||
<br><br> | |||
The third major revision of whiskey outpost which expanded upon V2's lore. The map was also enlarged to fit the increasing player population along with the new mechanics/weapons that have been added e.g. mortars and the tank. | |||
</tab> | |||
</tabs> | |||
=Sprite History= | |||
==Equipment== | |||
At the end of each category a sprite designer section is there to provide information on who made what sprites. | |||
<tabs> | |||
<tab name="Pre-Alpha"> | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Marine Armor:''' | |||
|- | |||
|[[File:First_Armor_concept.png|52px]]<br>'''Concept Marine Armor''' | |||
|The initial concept armor developed for Colonial Marines. | |||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|''' | |+ style="text-align:left;"|'''Armor Variations Upon The Initial Concept:''' | ||
|- | |- | ||
|[[File:Concept_Armor_Variations.png]] | |||
|} | |} | ||
|- | |- | ||
|[[File: | |[[File:Pre-Alpha_Phase_One_Armor.png]]<br>'''Phase One Armor''' | ||
|The | |The agreed upon first marine armor set which replaced the standard grey/coloured jumpsuits from Infestation Station. Later on the armor was improved upon with a revision of the original helmet. | ||
<br> | <br> | ||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|''' | |+ style="text-align:left;"|'''Phase One Helmet Concept Variations:''' | ||
|- | |- | ||
|width=150|[[File: | |width=150|[[File:Pre-Alpha Helmet Prototype1.png]]<br>'''New Helmet Concept''' | ||
| Wasn't implemented. | |||
|- | |- | ||
|width=150|[[File: | |width=150|[[File:Pre-Alpha Helmet Prototype2.png]]<br>'''Final Helmet Concept''' | ||
| | | Went into Colonial Marines in the Mid Pre-Alpha stage. | ||
|} | |} | ||
|- | |- | ||
|[[File: | |width=150|[[File:Pre-Alpha_Phase_Two_Armor.png|80px]]<br>'''Phase Two Armor''' | ||
| | |The phase two marine armor was introduced into Colonial Marines in the late Pre-Alpha stage. | ||
|} | |||
{| border="1" class="mw-collapsible mw-collapsed" style="width:33%" | |||
!Armor Sprite Designer(s): | |||
|- | |||
| | |||
*Joshuu | |||
|} | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Marine Weaponry:''' | |||
|- | |- | ||
|[[File: | |[[File:Colt_1911_with_Ammo.png|52px]]<br>'''Colt M1911 / Phase One: M4A3''' | ||
| | |The Colt M1911 replaced the Stetchkin Pistol from infestation station and became the primary sidearm for the marines. The Colt M1911 near the end of Pre-Alpha recieved a name change to M4A3. | ||
<br> | <br> | ||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|''' | |+ style="text-align:left;"|'''Stechkin: The Predecessor''' | ||
|- | |- | ||
|width=150|[[File: | |width=150|[[File:Pre-Alpha_Stechkin.png|75px]] | ||
| | | The original sidearm for the marines which was replaced by the Colt M1911. | ||
|} | |} | ||
|- | |- | ||
|[[File: | |[[File:S%26W_Victory_with_ammo.png]]<br>'''Smith and Wesson Victory''' | ||
| | |The S&W was the standard revolver for the marines and the predecessor to the M44 Combat Revolver. | ||
|- | |- | ||
|[[File: | |[[File:Pre-Alpha_M39.png]]<br>'''Phase One: M39 Submachine Gun''' | ||
|The Phase Two | |The M39 was a freshly designed submachine gun for the marines to use. Later on the sprite was improved upon nearing the end of pre-alpha. | ||
<br> | <br> | ||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|''' | |+ style="text-align:left;"|'''Phase Two: M39 Submachine Gun''' | ||
|- | |||
|width=150|[[File:Late_Pre-Alpha_smg.png]] | |||
| Went into Colonial Marines in the late Pre-Alpha stage. | |||
|} | |||
|- | |||
|[[File:Phase_One_M41A.png]]<br>'''Phase One: M41A Pulse Rifle Mk2''' | |||
|The M41A Mk2 replaced the CR20 from Infestation Station and became the primary rifle for the marines. During the late stages of Pre-Alpha the sprite was improved upon. | |||
<br> | |||
{| border="1" | |||
|+ style="text-align:left;"|'''CR20: The Predecessor''' | |||
|- | |- | ||
|width=150|[[File: | |width=150|[[File:Pre-Alpha_CR20.png|75px]] | ||
| | | The original main weapon for the marines which was replaced by the phase one M41A pulse rifle. | ||
|} | |} | ||
| | <br> | ||
{| border="1" | |||
|+ style="text-align:left;"|'''Phase Two: M41A Pulse Rifle Mk2''' | |||
[[File:]] | |- | ||
|width=150|[[File:Phase_Two_M41A.png]] | |||
| Went into Colonial Marines in the mid Pre-Alpha stage. | |||
|} | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Phase Three: M41A Pulse Rifle Mk2''' | |||
|- | |||
|width=150|[[File:Phase_Three_M41A.png]] | |||
{| border="1" | |Went into Colonial Marines in the late Pre-Alpha stage. | ||
|} | |||
|- | |||
|[[File:L6saw.png|75px]]<br>'''L6 SAW''' | |||
| The L6 SAW was the only LMG in Pre-Alpha and could be used with one hand in combination with a Riot Shield. | |||
|- | |||
|[[File:M37.png|75px]]<br>'''Riot Shotgun / Phase One: M37A2 Shotgun''' | |||
|The riot shotgun was renamed to the M37A2 Shotgun and became the primary shotgun for the marines during Pre-Alpha. | |||
|- | |- | ||
|[[File: | |[[File:Mgun%2Bbarrier.png|75px]]<br>'''Heavy Machine Gun''' | ||
| | |The HMG was the backbone of the Marines during the Pre-Alpha stage. To use the HMG all you had to do was stand on the same tile as the HMG and make sure it was anchored down with a wrench, after that you just clicked on the enemy or a tile to fire. Do note that the HMG could only fire in straight bullet paths, though this did make it extremely useful for defending long hallways. '''One was available to each squad.''' | ||
|} | |||
{| border="1" class="mw-collapsible mw-collapsed" style="width:53%" | |||
{| border="1" class="mw-collapsible mw-collapsed" style="width: | !Weaponry Sprite Designer(s): | ||
! | |||
|- | |- | ||
| | | | ||
* | *Joshuu | ||
* | |||
'''Exceptions to this are:''' | |||
*'''Stetchkin''' - Baystation developer? still researching. | |||
*'''Smith and Wesson Victory''' - Baystation developer? still researching. | |||
*'''CR20''' - Baystation developer? still researching. | |||
*'''L6 SAW''' - Baystation developer? still researching. | |||
*'''Riot Shotgun / Phase One: M37A2 Shotgun''' - Baystation developer? still researching. | |||
*'''Heavy Machine Gun''' - Infernus potentially still needs researching. | |||
|} | |} | ||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|''' | |+ style="text-align:left;"|'''Storage:''' | ||
|- | |- | ||
|width=150|[[File: | |width=150|[[File:Ammo_Bag.png|75px]]<br>'''Ammo Bag''' | ||
| | |Previously used to store multiple magazines and shotgun shell boxes. '''One was available to each squad.''' | ||
|} | |} | ||
{| border="1" class="mw-collapsible mw-collapsed" style="width:33%" | {| border="1" class="mw-collapsible mw-collapsed" style="width:33%" | ||
! | !Storage Sprite Designer(s): | ||
|- | |- | ||
| | | | ||
Line 691: | Line 762: | ||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|''' | |+ style="text-align:left;"|'''Mechs:''' | ||
|- | |- | ||
|width=150|[[File: | |width=150|[[File:PA-A_Powerloader.png]]<br>'''Ripley Powerloader''' | ||
|The | |The original ripley powerloader sprite that was used up until the Omega Era. | ||
|} | |} | ||
{| border="1" class="mw-collapsible mw-collapsed" style="width:33%" | {| border="1" class="mw-collapsible mw-collapsed" style="width:33%" | ||
! | !Mech Sprite Designer(s): | ||
|- | |- | ||
| | | | ||
* | *Baystation/Tgstation developer? still researching. | ||
|} | |} | ||
</tab> | </tab> | ||
< | <tab name="Alpha"> | ||
{| border="1" | |||
|+ style="text-align:left;"|'''Marine Armor:''' | |||
|- | |||
|[[File:]]<br>'''To do''' | |||
|To do | |||
|} | |||
<br><br> | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Marine Weaponry:''' | |||
|- | |||
|[[File:Phase_Two_M4A3.png]]<br>'''Phase Two: M4A3 Service Pistol''' | |||
|After the Colt M1911 was renamed to the M4A3 near the end of Pre-Alpha, the M4A3 has continued to be improved upon. Phase Two of the M4A3 Service Pistol was released shortly after Colonial Marines entered it's Alpha state. | |||
<br> | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Phase Three: M4A3 Service Pistol''' | |||
|- | |||
|width=150|[[File:Phase_Three_M4A3.png]] | |||
|Went into Colonial Marines in the mid Alpha stage. | |||
|} | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Phase Four: M4A3 Service Pistol''' | |||
|- | |||
|width=150|[[File:Phase_Four_M4A3.png]] | |||
|Went into Colonial Marines in the late Alpha stage and was the last iteration of the M4A3 Service Pistol sprite. | |||
|} | |||
= | |- | ||
|[[File:Phase_One_M44.png]]<br>'''Phase One: M44 Combat Revolver''' | |||
|The M44 Combat revolver was the standard revolver for the marines that replaced the Smith and Wesson Victory from Pre-Alpha. | |||
|- | <br> | ||
| | {| border="1" | ||
''' | |+ style="text-align:left;"|'''Smith and Wesson Victory: The Predecessor''' | ||
|- | |||
|width=150|[[File:S%26W_Victory_with_ammo.png]] | |||
| The original revolver for the marines which was replaced by the M44 Combat Revolver. | |||
|} | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Phase Two: M44 Combat Revolver''' | |||
|- | |||
|width=150|[[File:Phase_Two_M44_Combat_Revolver.png]] | |||
| Was introduced into Colonial Marines in the late Alpha stage and was the last iteration of the M44 Combat Revolver sprite. | |||
|} | |||
|- | |||
|[[File:Phase_Three_M39.png]]<br>'''Phase Three: M39 Submachine Gun''' | |||
|Went into Colonial Marines in the mid Alpha stage and was the last iteration of the M39 Submachine Gun sprite. | |||
|- | |||
|[[File:Phase_Four_M41A.png|75px]]<br>'''Phase Four:<br>M41A Pulse Rifle Mk2''' | |||
|After the M41A replaced the CR20 in Pre-Alpha, it has continued to be improved upon. Phase Four of the M41A Pulse Rifle Mk2 was released shortly after Colonial Marines entered it's Alpha state. | |||
<br> | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Phase Five: M41A Pulse Rifle Mk2''' | |||
|- | |||
|width=150|[[File:Phase_Five_M41A.png]] | |||
| Went into Colonial Marines in the late Alpha stage and was the last iteration of the M41A Pulse Rifle sprite. | |||
|} | |||
|- | |||
|[[File:M41ae2.png]]<br>'''M41AE2 Heavy Pulse Rifle''' | |||
| Filled the Light Machine Gun gap after the L6 SAW was removed early into the Alpha. | |||
|- | |||
|[[File:Phase_Two_M37_Shtogun.png|75px]]<br>'''Phase Two: M37A2 Shotgun''' | |||
|The Phase Two M37A2 Shotgun replaced the Riot Shotgun sprite from Pre-Alpha and became the primary shotgun for the marines during early-mid Alpha. | |||
<br> | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Phase Three: M37A2 Shotgun''' | |||
|- | |||
|width=150|[[File:Shotgun.png]] | |||
| Introduced into Colonial Marines in the late Alpha stage and was the last iteration of the M37A2 Shotgun sprite. | |||
|} | |||
|} | |||
</tab> | |||
<tab name="Omega"> | |||
[[File:]] | |||
Sprite stuff | |||
{| border="1" | |||
{| | |+ style="text-align:left;"|'''Marine Weaponry:''' | ||
|- | |||
|[[File:M46C.png]]<br>'''Phase One: M46C''' | |||
|- | |Phase one of the M46C. The designated commanders special rifle. | ||
|style=" | {| border="1" class="mw-collapsible mw-collapsed" style="width:33%" | ||
!M46C Sprite Designer(s): | |||
|- | |- | ||
| | | | ||
*Triiodine | |||
| | *Kudos to the CO council for input. | ||
|} | |||
| | |- | ||
|} | |||
|style=" | |||
|- | {| border="1" | ||
|+ style="text-align:left;"|'''ERT Armour:''' | |||
|- | |||
| | |[[File:UPPSingle.png]]<br>'''Phase One: UPP UM5 Personal Armour''' | ||
|This is only seen in the server's [[Lore]]. Wasn't implemented. | |||
|} | |} | ||
{| | {| border="1" | ||
|+ style="text-align:left;"|'''Mechs:''' | |||
|- | |||
|width=150|[[File:Omega_Powerloader.png]]<br>'''Powerloader''' | |||
|A redid version of the ripley powerloader to fit in line with the servers lore and the revamped graphical theme. | |||
|} | |||
{| border="1" class="mw-collapsible mw-collapsed" style="width:33%" | |||
!Mech Sprite Designer(s): | |||
|- | |- | ||
| | | | ||
*Joshuu | |||
|} | |} | ||
=== | {| border="1" | ||
|+ style="text-align:left;"|'''Trivia:''' | |||
|- | |||
|width=150|[[File:Black_Donnovan_Arcade.png]]<br>'''Black Donnovan''' | |||
|The character Black Donnovan from the arcade machine games has a unique set of concept armor and weapons to go with him. | |||
|} | |||
{| border="1" class="mw-collapsible mw-collapsed" style="width:33%" | |||
!Trivia Sprite Designer(s): | |||
|- | |||
| | |||
*Joshuu | |||
|} | |||
</tab> | |||
</tabs> | |||
=== | =Previous Core Gamplay Systems= | ||
{| style="border: 2px solid black; class="mw-collapsible mw-collapsed" | |||
! style="background-color:#A9A9A9;"|'''Defcon System''' | |||
|- | |||
| | |||
'''DEFCON''', short for '''DEFense readiness CONdition''' or also known as the '''Threat Assessment Level''', is an alert state for the [[Marines|USCM]] to authorize special assets to be used in the field for the current mission, should the marines complete objectives and perform well in the mission. | |||
==DEFCON Threat Level== | |||
*DEFCON | *Each DEFCON level gives $20000 + $20000 more funds for every subsequent DEFCON level reached including DEFCON 5. For example, you'll get $20000 funds for DEFCON 5 and $40000 funds for DEFCON 4 and so on. Each unlock will vary in cost. | ||
*To check the progress of the DEFCON threat level and authorise an asset, use the communications console in CIC. | |||
{| style="border: 2px solid black; | {| style="border: 2px solid black; width:70%" | ||
! style="background-color:# | ! style="background-color:#84987A;"|'''Threat Level:''' | ||
! style="background-color:#84987A;"|'''Description:''' | |||
! style="background-color:#84987A;"|'''Unlocks:''' | |||
|- | |- | ||
|''' | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''DEFCON Five''' | ||
+ $20000 | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Default assessment level at the beginning of the mission. Basic assets and deployment are authorised. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
*<small>Additional Supply Points - gives 20,000 dollars for the Automatic Supply Retrieval System. | |||
'''Costs: $20000'''</small> | |||
*<small>Additional Dropship Part Fabricator Points - gives 1600 points for the Dropship Fabricator. | |||
'''Costs: $20000'''</small> | |||
*<small>Additional OB projectiles - HE x2</small> | |||
*<small>Additional OB projectiles - Cluster x2</small> | |||
*<small>Additional OB projectiles - Incendiary x2</small> | |||
<small>'''Deploys a crate with corresponding OB ammo (x2) and fuel (x10) onto the Supply Elevator which appears next time the elevator is called up.''' | |||
'''Costs: $10000 for any of the crates'''</small> | |||
|- | |- | ||
| ''' | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''DEFCON Four''' | ||
+ $40000 | |||
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Elevated threat level. Requires 10% objective points to be lowered. | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
*<small>No Unlocks</small> | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''DEFCON Three''' | |||
+ $60000 | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Moderate threat level. Requires 20% objective points to be lowered. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
*<small>Wake up additional troops - spawns a squad of specialized marines fresh from hypersleep, they do not spawn with their gear. | |||
'''Costs: $40000'''</small> | |||
|- | |- | ||
| | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''DEFCON Two''' | ||
+ $80000 | |||
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Extreme threat level. Requires 30% objective points to be lowered. | ||
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
*<small>Allow the authorization of points to be allocated to the tank fabricator - authorizes the LTB cannon, TOW Launcher, and a few other modules to be used for the tank operation. | |||
'''Costs: $60000'''</small> | |||
*<small>Order 4 Specialist Kits from the Automatic Supply Retrieval System to allow squad marines to become specialists. | |||
| | '''Costs: $60000'''</small> | ||
| | |- | ||
| | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''DEFCON One''' | ||
+ $100000 | |||
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Maximum threat level. Requires 50% objective points to be lowered. | ||
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
| | *<small>Planetary Nuke (Tactical Nuke Deployment) - allows a tactical nuke to be deployed on the area of operations, it explodes in a timer in eight (8) minutes. Note that aliens will be alerted of the activation of the device and the Queen can defuse the nuke once activated. | ||
'''Costs: $100000'''</small> | |||
|} | |||
==Objectives== | |||
Each row in the below table is progressive, e.g. you'll find a paper scrap then be pointed to find a folder etc. Keep in mind that not all objective items will lead towards the next item, some will be red herrings giving you no clues. | |||
"'' | ===Documents/Data retrieval.=== | ||
{| style="border: 2px solid black; width:60%" | |||
! style="background-color:#84987A;"|'''Objective:''' | |||
! style="background-color:#84987A;"|'''Description:''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Paper_Scraps.png]] | |||
[[#Paper Scraps and Progress Reports|'''Paper Scraps and Progress Reports''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Folder.png]] | |||
[[#Folders|'''Folders''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A research 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.''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Data_Disks.png]] | |||
[[#Data Disks|'''Data Disks''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Technical_manual.png]] | |||
[[#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="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Data_Terminal.png]] | |||
[[#Data Terminal|'''Data Terminal''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | 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. | |||
|} | |||
===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. | |||
{| style="border: 2px solid black; width:60%" | |||
! style="background-color:#84987A;"|'''Objective:''' | |||
[[File: | ! style="background-color:#84987A;"|'''Description:''' | ||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Researchnote.png]] | |||
[[#Research notes|'''Research notes''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A research note left behind by a scientist from the colony. '''Bring them to the researcher on-board the Almayer.''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Vialbox.png]] | |||
[[#Vialbox|'''Vialbox''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.''' | |||
|} | |||
===Recovering corpses=== | |||
All dead colonists (whether from the map or dead survivors) and KIA marine bodies should be moved to the morgue on the Almayer otherwise they won't be counted and as such won't help raise the DEFCON level. | |||
Alien corpses should also be moved to the research department on the Almayer otherwise they won't be counted and as such won't help raise the DEFCON level. | |||
=== Specific Item Retrieval === | |||
Often, when decoding Data Terminals, there will be an announcement to search and retrieve an item. You will need to recover this specific item with a certain serial number. To find it, examine said object at said location and if it matches the one from the announcement, bring it back to the storage area next to the Computer Labs. Put it on the rack and leave it there. | |||
== Map specific DEFCON thresholds == | |||
Certain maps have a lower DEFCON threshold to allow for an easier time in lowering DEFCON. | |||
Rest of the maps: | |||
*DEFCON 4: 10% | |||
*DEFCON 3: 25% | |||
*DEFCON 2: 40% | |||
*DEFCON 1: 60% | |||
LV-624: | |||
*DEFCON 4: 15% | |||
*DEFCON 3: 30% | |||
*DEFCON 2: 45% | |||
*DEFCON 1: 70% | |||
|} | |||
{ | {| style="border: 2px solid black; class="mw-collapsible mw-collapsed" | ||
! style="background-color:#A9A9A9;"|'''Techwebs System''' | |||
|- | |- | ||
| | |'''Alien Techwebs:''' https://cm-ss13.com/wiki/Alien_Techwebs | ||
''' | |||
==Alien Techwebs== | |||
Techwebs allow you to unlock special abilities and structures for the hive, You do it by spending points. | |||
You gain points passively starting at 1 every minute increasing by another 1 for every 20 minutes that pass. | |||
As the queen, You're the ONLY one who can spend the points so it is important to do so! Here is an overview of the techwebs and what they do: | |||
== Techs: Tier One == | |||
The starting techs that allow you to give the aliens an initial boost at the start of the operation. | |||
{| style="border: 2px solid black; width:100%" | |||
! style="background-color:#CCB6D6; width:15%"|'''Techwebs:''' | |||
! style="background-color:#CCB6D6; width:30%"|'''Description:''' | |||
! style="background-color:#CCB6D6;"|'''Unlocks:''' | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
''' | <center> | ||
|style="border: 2px solid black; padding: 5px;"| | [[File:TechWebs-Transition-Unlocked-Xeno-T1.png]] | ||
'''Upgrade to Next Tech Tier''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Progress to the next tier of techs. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Unlocks the starting set of techs to be purchased. | |||
'''Costs: 0 Points''' | |||
|- | |- | ||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
<center> | |||
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | '''Blockades''' | ||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
The queen gets the ability to place blockades. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Allows you to spawn a temporary 3x3 reinforced resin wall on a resin tile. | |||
It has a 8 second casting time, With a obvious warning sign and a 1 minute life span. | |||
After 30 seconds, the reinforced resin wall will become brittle, turning into resin membranes, drastically weakening the blockade. | |||
Once the 1 minute life span, the walls will delete themselves along with the resin underneath it. | |||
'''Must be used in Ovipositor mode'''. | |||
'''Purchasing it grants you two uses'''. | |||
'''Can be bought more than once'''. | |||
'''Costs: 5 Points''' | |||
|- | |- | ||
|style="border: 2px solid black; | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
<center> | |||
[[File:TechWebs-Comms-Distruption-Xeno-T1.png]] | |||
'''Telecommunication Disruption''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
You releases a psychic field that temporarily disables telecommunications for a duration of time. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Temporarily disables marine communications on the same Zlevel (The almayer is one ZLevel and the ground map is another) as you for 3 minutes. | |||
'''Can be bought more than once''' | |||
'''Costs: 5 Points''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
<center> | |||
[[File:TechWebs-Build-Distribute-T1-Xeno.png]] | |||
'''Build Distribution''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Distribute the ability to build to all xenomorphs | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Allows all xenomorphs that aren't larva to build standard resin structures slightly slower than their build castes counter parts. | |||
'''Costs: 15 Points''' | |||
|- | |- | ||
|style=" | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
<center> | |||
[[File:TechWebs-Unknown-Unlocked-Xeno-T1.png]] | |||
''' | '''Defensive Structures''' | ||
|style="border: 2px solid black; padding: 5px;"| | </center> | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
|style="border: 2px solid black; padding: 5px;"| | Unlock defensive structures to use to defend the hive with. | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
| | Allows 3 new types of structures to be built by building castes | ||
|style="border: 2px solid black; | |||
'''Reflective Wall:''' A weak resin wall that deflects all bullets and projectiles back to the sender. Extremely weak to melee. | |||
Limited to 5 per Building Caste. | |||
'''Resin Spikes:''' A tile of 3 spikes stick out of the ground. Deals 8 damage to the one of the legs or feet of anyone walking over it. | |||
Limited to 8 per Building Caste. | |||
'''Acid Pillar:''' A pillar of acid that sprays acid at anyone within a 11x11 tile range. Can also extinguish Aliens on fire. | |||
Limited to 1 per Building Caste. | |||
'''Costs: 15 Points''' | |||
|} | |||
== Techs: Tier Two == | |||
{| style="border: 2px solid black; width:100%" | |||
! style="background-color:#CCB6D6; width:15%"|'''Techwebs:''' | |||
! style="background-color:#CCB6D6; width:30%"|'''Description:''' | |||
! style="background-color:#CCB6D6;"|'''Unlocks:''' | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
|style="border: 2px solid black; padding: 5px;"| | <center> | ||
[[File:TechWebs-Transition-Unlocked-Xeno-T2.png]] | |||
'''Upgrade to Next Tech Tier''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Progress to the next tier of techs. | |||
'''You must have at least purchased two permanent techs of the previous tier to unlock''' | |||
''' | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
Unlocks the next set of techs to be purchased. | |||
'''Costs: 10 Points''' | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
|style="border: 2px solid black; padding: 5px;"| | <center> | ||
[[File:TechWebs-Frenzy-Xeno-T2.png]] | |||
'''Evolution Boost''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
The hive is put on an evolution frenzy! Increases evolution rate temporarily. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Temporarily increases alien evolution speed by 5 per second. | |||
Lasts 5 minutes. | |||
'''Can be bought more than once''' | |||
'''Costs: 10 Points''' | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
|style="border: 2px solid black; padding: 5px;"| | <center> | ||
[[File:TechWebs-Queen-Beacon-Xeno-T2.png]] | |||
'''Queen Beacon''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Rally the hive to a specific location. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Teleports '''all''' aliens to a selected location on weeds. | |||
'''Purchasing it will grant you one Queen Beacon''' | |||
'''Can be bought more than once''' | |||
'''Must be used in Ovipositor mode.''' | |||
'''Costs: 10 Points''' | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
|style="border: 2px solid black; padding: 5px;"| | <center> | ||
[[File:TechWebs-Unknown-Unlocked-Xeno-T2.png]] | |||
|style="border: 2px solid black; padding: 5px;"| | |||
''' | '''Shielding Slash Evolution''' | ||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Every time a xenomorph slashes a marine enough times, they'll get protection. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
All aliens gain an internal shield build up of 160. Every slash generates 20 build up. | |||
Once it reaches over 160, the alien gains 160 shield and the internal build up is reset. | |||
'''Does not stack.''' | |||
'''Costs: 25 Points''' | |||
|- | |- | ||
|style="border: 2px solid black; | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
<center> | |||
[[File:TechWebs-Unknown-Unlocked-Xeno-T2.png]] | |||
''' | '''Offensive structures''' | ||
|style="border: 2px solid black; padding: 5px;"| | </center> | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
|style="border: 2px solid black; padding: 5px;"| | Unlock offensive structures to use to attack people with. Upgrades the acid pillar to a stronger variation. | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Allows the aliens to construct the following: | |||
'''Moveable Resin Membranes''': A moveable membrane on weeds that can be pushed to act as mobile window. (Max of 7 can be placed per caste) | |||
'''Moveable Resin Walls''': A moveable wall on weeds that can be pushed to act as mobile cover. (Max of 7 can be placed per caste) | |||
'''Shield Pillar''': Grants 25 shield points every 7 seconds as long as you're next to it with a max of 200 Shield Points. (Max of 1 per caste) | |||
'''Resin Acid Grenade''': Secret a resin acid grenade that functions like a normal grenade but spews level 1 acid on a 5x5 tile range. (Max of 1 per caste) | |||
'''Costs: 25 Points''' | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
|style="border: 2px solid black; padding: 5px;"| | <center> | ||
[[File:TechWebs-Fortifying-Weeds-Xeno-T2.png]] | |||
'''Fortifying Weeds''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Actively causes weeds to reduce the damage taken by Xenomorphs by providing a light layer of armour, reducing all incoming damage by 35% as long as a xenomorph is on weeds. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Upon purchases, the Queen will be able to scale the effectiveness of fortifying weeds from 5% to 50%. Point loss is dependent on how effective the fortifying weeds bonus is. | |||
'''Can be activated and deactivated'''. | |||
'''Costs: 15 Points''' | |||
|} | |||
== Techs: Tier Three == | |||
{| style="border: 2px solid black; width:100%" | |||
! style="background-color:#CCB6D6; width:15%"|'''Techwebs:''' | |||
! style="background-color:#CCB6D6; width:30%"|'''Description:''' | |||
! style="background-color:#CCB6D6;"|'''Unlocks:''' | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
|style="border: 2px solid black; padding: 5px;"| | <center> | ||
[[File:TechWebs-Transition-Unlocked-Xeno-T3.png]] | |||
'''Upgrade to Next Tech Tier''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Progress to the next tier of techs. | |||
'''You must have at least purchased two permanent techs of the previous tier to unlock''' | |||
| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
Unlocks the next set of techs to be purchased. | |||
'''Costs: 15 Points''' | |||
|- | |- | ||
|style="border: 2px solid black; | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
<center> | |||
[[File:TechWebs-Artillery-Blob-Xeno-T3.png]] | |||
|style="border: 2px solid black; | '''Artillery Blob''' | ||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Allows you to fire a glob of gas to siege fortified enemies or stall attackers! | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
|style="border: 2px solid black; | Launch a normal Boiler acid blob anywhere you have line of sight on provided the target isn't obscured by anything else. | ||
Works with the Queen Eye ability | |||
'''Purchasing it will grant you two uses.''' | |||
'''Costs: 15 Points''' | |||
''' | |||
|- | |- | ||
|style="border: 2px solid black; | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
<center> | |||
[[File:TechWebs-Revival-Jelly-T3.png]] | |||
< | |||
'''Revival Jelly''' | |||
</center> | </center> | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
You dispense a special type of royal jelly, which can be given to a fallen sister to rejuvenate and revive them. The amount of jelly required depends on the caste tier. Can only be used whilst the Queen is on her ovipositor. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
You spawn 1 stack of 6 revival jelly for an Alien to carry and apply to a dead Alien. | |||
Revives a non-gibbed alien back to full health. Amount needed is tied to their tier (1 Jelly for a tier 1, 2 for a tier 2 and so on). | |||
To revive one, simply take the Revival Jelly in hand and click on a dead non-gibbed Alien body, Any xeno can do this. | |||
If the dead Alien's original owner is still in the server and in the body, they will retake their Alien. | |||
Otherwise, the Alien is up for the taking by Observers. | |||
|style="border: 2px solid black; padding: 5px;"|[[File: | '''Must be on Ovipositor mode to dispense'''. | ||
''' | |||
|style="border: 2px solid black; padding: 5px;"| | '''You can not revive a Queen or Larva with this'''. | ||
|- | |||
'''Costs: 15 Points''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
<center> | |||
[[File:TechWebs-Acidic-Evolution-Xeno-T3.png]] | |||
'''Acidic Blood Evolution''' | |||
</center> | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Increases the damage of acidic blood, punishing close-ranged combatants. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
Drastically increases the damage acid blood causes when it is spewed out against marines fighting in close range. | |||
Increases its damage by 200%. | |||
'''Costs: 30 Points''' | |||
''' | |- | ||
|style="border: 2px solid black; padding: 5px;"| | |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
<center> | |||
[[File:TechWebs-Endurance-Xeno-T3.png]] | |||
|style="border: 2px solid black; padding: 5px;"| | '''Endurance''' | ||
</center> | |||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | ||
Xenomorphs become faster off weeds. Additionally, they heal very slowly as well. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
As the description says, Aliens become faster off weeds and can heal slowly without the need to being on weeds. | |||
Aliens become 5% faster off weeds. | |||
Heals 0.3 per second. | |||
'''Costs: 25 Points''' | |||
|} | |} | ||
|- | |- | ||
| | | '''Marine Techwebs:''' https://cm-ss13.com/wiki/Marine_Techwebs | ||
'''How Techwebs worked for marines:''' | |||
{{MarineTechwebsDescription}} | |||
'''Partially Tested Prototype Techwebs Equipment''' | |||
These items were partially tested in a few rounds of CM but didn't make it into the full game. | |||
{ | {| style="border: 2px solid black; width:95%" | ||
{{ | ! width=150 style="background-color:#A9A9A9;"|'''Equipment:''' | ||
! style="background-color:#A9A9A9;"|'''Contents:''' | |||
|- | |||
!style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:M2 Thermal Goggles case.png]] | |||
{{Anchor|M2 Thermal Goggles case}} [[#M2 Thermal Goggles case|'''M2 Thermal Goggles case''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
{ | {| border="1" class="mw-collapsible mw-collapsed" | ||
| | |+ style="text-align:left;"|'''M2 Thermal Goggles crate containing the following:''' | ||
|{{Anchor|M2 Thermal Goggles}}[[File:M2_Thermal_Goggles.png]] | |||
[[#M2 Thermal Goggles |'''M2 Thermal Goggles''']] | |||
| Thermal goggles that require a battery to function. Comes with a rechargable electrochemical power cell already inside with 1000w | |||
|- | |||
|[[File:Powercell.png]] | |||
'''AA rechargeable battery.''' | |||
| A spare AA baterry that can hold up to 500w. | |||
|- | |||
|[[File:Screwdriver.png]] | |||
'''Screwdriver''' | |||
|Screwdrive the thermal goggles to take out a powercell. | |||
|} | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | [[File:B18_Defensive_Armor_crate.png]]{{Anchor|B18_Defensive_Armor_crate Kit}} | ||
|style="border: 2px solid black; padding: 5px;"| | [[#B18_Defensive_Armor_crate|'''B18 Defensive Armor crate''']] | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
{| border="1" class=" | |||
{| border="1" class="mw-collapsible mw-collapsed" style="width:80%" | |||
[[ | |+ style="text-align:left;"|'''B18 Defensive Armor crate containing the following:''' | ||
|[[File:Welding_Helmet.png]] | |||
'''Welding Helmet''' | |||
|Should be used when repairing the B18 armor otherwise you'll go blind. | |||
[[ | |- | ||
|[[File:Welder.gif]] | |||
[[# | '''Welder''' | ||
|Used to repair the B18 armor after combat | |||
|- | |||
|[[File:Crowbar.png]] | |||
'''Crowbar''' | |||
|Can be used on B18 armor to remove the plasteel plates | |||
|- | |||
|[[File:Screwdriver.png]] | |||
'''Screwdriver''' | |||
| Can be used on B18 armor to remove firstaid injectors. <small>'''Currently you cannot put injectors back into the B18 armguard once taken out.'''</small> | |||
|- | |||
|[[File:B18_Experimental_Personal_Armour.png]] | |||
[[#B18_Experimental_Personal_Armor|'''B18 Armor''']] | |||
| Protects your body. | |||
{{B18 Experimental Personal Armor Stats}} | |||
---- | |||
'''Tool Usage:''' | |||
*Weld to repair the armor after combat | |||
*Crowbar to remove plasteel plates | |||
*Screwdrive to remove firstaid injectors. '''Cannot cannot put injectors back into the B18 armguard once taken out.''' | |||
---- | |||
'''Internal Holdings:''' | |||
*Contains storage 3 slots | |||
*Holds 3 Plasteel plates | |||
*Holds 4 firstaid injectors for usage during combat | |||
|- | |||
|[[File:B-18_helmet,_2.png]]<br>[[#B18_Helmet|'''B18 Helmet''']] | |||
| Protects your head. Can be screwdrived to remove armor in favour of more vision. | |||
{{B18 Helmet Stats}} | |||
|- | |||
|'''B18 Armored Gloves''' | |||
|They protect your hands. | |||
|} | |} | ||
|- | |- | ||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | {{Anchor|Hoverpack}}[[File:Hoverpack.png|64px]] | |||
[[#Hoverpack|'''Hoverpack''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | | |||
This prototype hoverpack allows marines to quickly jump over to strategic locations on the battlefield, at the cost of their backpack. '''You can change the settings with a screwdriver.''' | |||
|style=" | {| border="1" class="mw-collapsible mw-collapsed" style="width:80%" | ||
|+ style="text-align:left;"|'''Hoverpack Modes:''' | |||
| | |||
---- | |||
'''Strong Mode:''' | |||
*Expends 5% Gas for 2 tiles of movement in any direction. | |||
*6 meters per second | |||
*Cooldown of 5 seconds. | |||
---- | |||
'''Default Mode:''' | |||
*Expends 5% Gas for 4 tiles of movement in any direction. | |||
*5 meters per second | |||
*Cooldown of 10 seconds. | |||
---- | |||
'''Weak Mode:''' | |||
*Expends 2.5% Gas for 6 tiles of movement in any direction. | |||
*4.5 meters per second | |||
*Cooldown of 5 seconds. | |||
|} | |||
|} | |} | ||
| | |||
==Medic Combat Zone Support Package== | |||
{| class="wikitable" | |||
!Item: | |||
!What it does: | |||
|- | |- | ||
||{{Anchor|Advanced Trauma Kit}}[[File:UpgradedAdvtraumakit.png|64px]]<br>'''Upgraded Advanced Trauma Kit''' | |||
||Used to treat high brute damage. Heals 36 brute damage once applied and fixes it over time.The time spent of using the trauma kit and efficiency depends of one's medical skill. | |||
Available through [[Marine Techwebs]] and once purchased, more can be ordered through requisitions. | |||
|- | |- | ||
||{{Anchor|Advanced Burn Kit}}[[File:UpgradedAdvburnkit.png|64px]]<br>'''Upgraded Advanced Burn Kit''' | |||
|| Used to treat high burn damage. Heals 36 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one's medical skill. | |||
Available through [[Marine Techwebs]] and once purchased, more can be ordered through requisitions. | |||
|- | |- | ||
||{{Anchor|Nano Splints}}[[File:Nano-Splint.png|64px]]<br>'''Nano Splints''' | |||
||Used to hold that broken/fractured bone of yours in place so you don't die a lot more securely than the standard issue splints. Will not break when the affected splinted limb takes damage. The time spent of using the splints depends of one's medical skill. | |||
Available through [[Marine Techwebs]] and once purchased, more can be ordered through requisitions. | |||
|- | |||
||{{Anchor|Upgraded Emergency Defibrillator}}[[File:Defibrillator.png|64px]]<br>'''Upgraded Emergency Defibrillator''' | |||
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay). | |||
This upgraded variant can work through armour. | |||
*'' | *Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator's usage depends of one's medical skill. | ||
Available through [[Marine Techwebs]] and once purchased, more can be ordered through requisitions. | |||
|} | |||
|} | |} | ||
|style="border: 2px solid black; | =Previous Marine Jobs= | ||
{| style="border: 2px solid black; class="mw-collapsible mw-collapsed" | |||
! style="background-color:#A9A9A9;"|'''Intelligence Officer''' | |||
|- | |- | ||
| | |||
{{JobPageHeader | |||
|headerbgcolor = darkblue | |||
|headerfontcolor = white | |||
|stafftype = COMMAND | |||
|imagebgcolor = lightblue | |||
|img = IntelOfficer.png | |||
|jobtitle = Intelligence Officer | |||
|difficulty = Medium | |||
|rank = Ensign | |||
|superior = [[Executive Officer]], [[Commanding Officer]] | |||
|unlock = Six hours as any squad role. | |||
|duties = Collect intel and decrypt it. Lower the DEFCON level. | |||
|guides = [[Defcon]] | |||
|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 further the DEFCON status. | |||
}} | |||
"''Military Intelligence is a contradiction in terms.''" - Groucho Marx | |||
<br><br> | |||
<big>'''Overview'''</big> | |||
<br> | |||
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! | |||
| | |||
''' | <br> | ||
<big>'''Intelligence Officer Area'''</big> | |||
<br> | |||
' | 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. | ||
[[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. | ||
Those computers will need disks and passwords to be decoded and you are the prime candidate to search and retrieve them. | |||
<center> | |||
---- | |||
<big>'''Intelligence Officer Equipment Rack'''</big> | |||
{|style=" | <tabs> | ||
<tab name="Standard Equipment"> | |||
{| 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:Insulated_Gloves.png|64px]] | |||
'''Insulated Gloves''' | |||
|style="border: 2px solid black; padding: 5px;"|Protects users against electrical shocks. | |||
''' | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:XM4_Pattern_Intel_Armor.png|64px]] | |||
'''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. | |||
''' | {{XM4 Pattern Intel Armor Stats}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Headset.png|64px]] | |||
'''Headset''' | |||
|style="border: 2px solid black; padding: 5px;"| 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. | |||
''' | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:IO_Pack.png|64px]] | |||
'''USCM Lightweight Expedition Pack''' | |||
|style="border: 2px solid black; padding: 5px;"|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. | |||
''' | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File:MRE.png|64px]] | |||
'''MRE''' | |||
|style="border: 2px solid black; padding: 5px;"| 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. | |||
|} | |} | ||
</tab> | |||
<tab name="Personal Sidearms"> | |||
<center> '''Pick One''' </center> | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:130px;"|'''Sidearms:''' | |||
! 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;" |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. | ||
Standard issue to '''[[Staff Officer|Staff Officers]]''', '''[[Pilot_Officer|Pilot Officers]]''', '''[[Intelligence Officer|Intelligence Officer]]''' and '''[[Vehicle_Crewman|Vehicle Crewmen]]'''. | |||
{{M4A3 Custom Pistol Stats}} | |||
{{M4A3 Ammunition SD}} | |||
{{M4A3 Attachments}} | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File:Vp78.png|64px]]<br>'''VP-78 Pistol''' | |||
|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.''' | |||
It is the standard sidearm for '''Corporate PMC Officers''', '''[[Squad_Specialist|Squad Specialists]]''', [[Intelligence_Officer|'''Intelligence Officers''']] and the '''[[Executive_Officer|Executive Officer]]''' | |||
{{VP78 Stats}} | |||
{ | {{VP78 Ammunition}} | ||
{{VP78 Attachments}} | |||
|} | |} | ||
</tab> | |||
<tab name="Belts"> | |||
<center> '''Pick One''' </center> | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:130px;"|'''Belt:''' | |||
! style="background-color:#A9A9A9;"|'''Description:''' | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="border: 2px solid black; padding: 5px;"|[[File:G18-Utility-Pouch.png|64px]]<br>'''G8-A General Utility Pouch''' | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|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#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. '''They can hold 3 items.''' | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]<br>'''M276 Pattern Ammo Load 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 the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines. | |||
|- | |||
''' | |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;"| [[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: | |||
|style="border: 2px solid black; padding: 5px;"| | |||
'''M276 Pattern M39 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 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. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_M44_holster_rig.png|64px]]<br>'''M276 Pattern M44 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 is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Shotgun_belt.png|64px]]<br>'''Shotgun Shell Load Rig''' | |||
|style="border: 2px solid black; padding: 5px;"| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]<br>'''M276 Pattern Toolbelt 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 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. | |||
|} | |} | ||
</tab> | </tab> | ||
<tab name=" | <tab name="Pouches"> | ||
<center> '''Pick Two''' </center> | |||
{| style="border: 2px solid black; class="mw-collapsible" | {| style="border: 2px solid black; class="mw-collapsible" | ||
! style="background-color:#A9A9A9;"|''' | ! style="background-color:#A9A9A9; width:130px;"|'''Pouch:''' | ||
! style="background-color:#A9A9A9;"|''' | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Document-pouch.png|64px]] | |||
'''Document Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"|A pouch used to hold documents for safe keeping. Can hold 21 items. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First-Aid Pouch''' | ||
|style="border: 2px solid black; padding: 5px;"| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships. | |||
{| border="1" class="wikitable style="width: 30%;" | |||
|[[File:Ointment.png|48px]] | |||
{| border="1" | '''Ointment''' | ||
||[[File:Tramadol_Injector.png|48px]] | |||
| | '''Pain-stop autoinjector''' | ||
||[[File:Tricord.png|48px]] | |||
'''First-aid autoinjector''' | |||
||[[File:Gauze.png|56px]] | |||
'''Gauze''' | |||
|} | |} | ||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch''' | ||
|style="border: 2px solid black; padding: 5px;"| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|[[File:flame-pouch.png|64px]]<br>'''Fuel tank strap pouch''' | ||
|style="border: 2px solid black; padding: 5px;"|Two rings straps that loop around M240 variety napalm tanks. Handle with care. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Large-gen-pouch.png|64px]] | |||
'''Large General Pouch''' | |||
| | |style="border: 2px solid black; padding: 5px;"|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]] | ||
'''Large Magazine Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:pistol-mag-pouch-large.png|64px]] | |||
'''Large Pistol Magazine Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"|Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the '''ColMarTech automated armaments vendor''' in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:medmag-pouch.png|64px]]<br>'''Magazine Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"|{{Magazine Pouch Description}} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Pistol-pouch.png|64px]]<br>'''Sidearm Pouch''' | |||
|style="border: 2px solid black; padding: 5px;"| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File: | |style="border: 2px solid black; padding: 5px;"| [[File:Tool_Pouch.png]]<br>'''Tools Pouch''' | ||
|style="border: 2px solid black; padding: 5px;"| 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. | |||
|style="border | Can hold the following items below: | ||
{| border="1" | {| border="1" class="wikitable style="width: 80%;" | ||
|[[File:Screwdriver.png|48px]] | |||
| | [[#Screwdriver|'''Screwdriver''']] | ||
||[[File:Welder.gif|48px]] | |||
|} | [[#Blowtorch|'''Blowtorch''']] | ||
||[[File:Crowbar.png|48px]] | |||
[[#Crowbar|'''Crowbar''']] | |||
||[[File:Wrench.png|48px]] | |||
[[#Wrench|'''Wrench''']] | |||
||[[File:CableCoils.png|48px]] | |||
[[#Cable Coil|'''Cable Coil''']] | |||
||[[File:Multitool.png|48px]] | |||
[[#Security Access Tuner|'''Security Access Tuner''']] | |||
||[[File:Wirecutters.png|48px]] | |||
[[#Wirecutters|'''Wirecutters''']] | |||
||[[File:Entrenching_Tool_Unfolded.png|48px]] | |||
[[#Entrenching Tool|'''Entrenching Tool''']] | |||
|} | |||
|} | |} | ||
</tab> | |||
{| border=" | <tab name="Accessories"> | ||
| | <center> '''Pick One''' </center> | ||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Accessories:''' | |||
! style="background-color:#A9A9A9;"|'''Description:''' | |||
|- | |||
|style="border: 2px solid black; padding: 5px;" | [[File:Black_webbing_vest.png|64px]]<br>'''Black Webbing Vest''' | |||
|style="border: 2px solid black; padding: 5px;" | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;" | [[File:Brown_webbing_vest.png|64px]]<br>'''Brown Webbing Vest''' | |||
|style="border: 2px solid black; padding: 5px;" | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Shoulder_Holster.png|64px]]<br>'''Shoulder Holster''' | |||
|style="border: 2px solid black; padding: 5px;"|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. | |||
|- | |||
|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. | |||
|} | |} | ||
</tab> | |||
{| border=" | <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: | |style="border: 2px solid black; padding: 5px;"|[[File:Officer Cap.png|64px]] | ||
|style="border: 2px solid black; padding: 5px;"| | '''USCM Officer Cap''' | ||
{| border=" | |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 name="Masks"> | |||
<center> '''Pick One''' </center> | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Mask:''' | |||
! 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;" |A face-covering mask that can be connected to an air supply. | |||
|style="border: 2px solid black; padding: 5px;"| | |||
| | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | |style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat absorbent coif''' | ||
|style="border | |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. | ||
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> | |||
</tabs> | |||
</center> | |||
<center> | |||
<big>'''Intelligence Officer Gear Rack'''</big> | |||
<tabs> | |||
<tab name="Essential Equipment"> | |||
{| border=" | {| style="border: 2px solid black; class="mw-collapsible" | ||
| | ! style="background-color:#A9A9A9; width:150px;"|'''Equipment:''' | ||
| | ! style="background-color:#A9A9A9;"|'''Description:''' | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|[[File:Crowbar.png|64px]] | ||
'''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;"|[[File:Fulton_Device.png|64px]] | |||
'''Fulton Device''' | |||
|style="border: 2px solid black; padding: 5px;"|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. | |||
|- | |||
| | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Data_Detector.png|64px]] | |||
'''Data Detector''' | |||
| | |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. | ||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|'''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. | |||
|} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Binoculars.png|64px]]<br>'''Binoculars''' | |||
|style="border: 2px solid black; padding: 5px;"|A military-issued pair of binoculars. There is nothing special about this pair of binoculars. | |||
|} | |} | ||
{| border=" | </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"> | |||
{| style="border: 2px solid black; class="mw-collapsible" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Supplies:''' | |||
! 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;"|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:Binoculars.png|64px]]<br>'''Binoculars'''<br>Costs: 5 Points | |||
|style="border: 2px solid black; padding: 5px;"|A military-issued pair of binoculars. There is nothing special about this pair of binoculars. | |||
|- | |||
|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;"|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. | |||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|'''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. | |||
|} | |} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Extinguisher.png|64px]] | |||
'''Mini Extinguisher'''<br> Costs:5 points | |||
|style="border: 2px solid black; padding: 5px;"|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Fulton_Device.png|64px]] | |||
|style="border: 2px solid black; padding: 5px;"| [[File: | '''Fulton Device'''<br>Costs: 10 Points | ||
|style="border: 2px solid black; padding: 5px;"| | |style="border: 2px solid black; padding: 5px;"|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. | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:largemag-pouch.png|64px]] | |||
'''Large Magazine Pouch'''<br>Costs:10 points | |||
{| border=" | |style="border: 2px solid black; padding: 5px;"|{{Large Magazine Pouch Description}} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:H5_pattern_M2132_machete_scabbard.png|64px]] | |||
|} | |||
'''H5 Pattern M2132 Machete Scabbard'''<br> Costs:5 points | |||
|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. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Motion_Detector.gif|64px]] | |||
'''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 {{Key press|Z}} (in hotkey mode). | |||
{| border="1" | {| border="1" | ||
|+ style="text-align:left;"|'''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. | |||
|} | |} | ||
| | |- | ||
|style="border: 2px solid black; padding: 5px;" |[[File:C4.png]]<br>'''Plastique Explosive'''<br>Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;" |{{C4 Description}} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Goggles.png|64px]]<br>'''Welding Goggles'''<br>Costs:5 Points | |||
|style="border: 2px solid black; padding: 5px;"| A pair of Welding Goggles. Goes on the eyes slot. | |||
|- | |- | ||
|} | |} | ||
| | </tab> | ||
<tab name="Special Ammunition"> | |||
|- | {| style="border: 2px solid black; class="mw-collapsible" | ||
|style="border: 2px solid black; padding: 5px;"| [[File: | ! style="background-color:#A9A9A9; width:130px;"|'''Magazine:''' | ||
|style="border: 2px solid black; padding: 5px;"| | ! style="background-color:#A9A9A9; width:800px;"|'''Description:''' | ||
{| border="1" | |- | ||
|+ style="text-align:left;"|''' | |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;"| 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="text-align:left;"|'''Stats:''' | |||
|width=100| | |||
'''Capacity''': 25 | |||
'''Damage''': 32 | |||
'''Max Range''': 22 | |||
'''Fall off''': 0 | |||
'''Penetration''': 31 | |||
'''Punch:''' 0.5 | |||
|} | |} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''<br> Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. | |||
|style=" | {|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed" | ||
|+ style="text-align:left;"|'''Stats:''' | |||
|+ style="text-align:left;"|''' | |width=100| | ||
'''Capacity''': 48 | |||
'''Damage''': 34 | |||
'''Max Range''': 22 | |||
'''Fall off''': 3 | |||
'''Penetration:''' 31 | |||
'''Punch:''' 0.5 | |||
|} | |} | ||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M39-extended-mag.png|64px]]<br>'''M39 Extended Magazine'''<br> Costs:10 points | |||
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. | |||
| | {|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed" | ||
|+ style="text-align:left;"|'''Stats:''' | |||
|width=100| | |||
'''Capacity''': 72 | |||
'''Damage''': 41 | |||
'''Max Range''': 22 | |||
'''Fall off''': 2 | |||
'''Penetration:''' 5 | |||
'''Punch:''' 0.5 | |||
|} | |||
|- | |- | ||
|style=" | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]]<br>'''M41A Armor Piercing Magazine'''<br> Costs:10 points | |||
|style="border | |style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. | ||
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed" | |||
|+ style="text-align:left;"|'''Stats:''' | |||
|width=100| | |||
'''Capacity''': 40 | |||
'''Damage''': 33 | |||
'''Max Range''': 22 | |||
'''Fall off''': 0.8 | |||
'''Penetration''': 31 | |||
'''Punch:''' 0.5 | |||
|} | |||
|- | |- | ||
|style=" | |style="border: 2px solid black; padding: 5px;"| [[File:M41A-extended-mag.png|64px]]<br>'''M41A Extended Magazine'''<br> Costs:10 points | ||
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | |||
|style="border | |||
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed" | |||
{| style=" | |+ style="text-align:left;"|'''Stats:''' | ||
|width=100| | |||
'''Capacity''': 60 | |||
|- | |||
|style=" | '''Damage''': 44 | ||
|style="border: 2px solid black; border- | '''Max Range''': 22 | ||
'''Fall off''': 0.8 | |||
'''Penetration:''' 0 | |||
'''Punch:''' 0.5 | |||
|} | |||
|- | |||
|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;"|Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect. | |||
{|style="width: 20%;" border="1" class="mw-collapsible mw-collapsed" | |||
|+ style="text-align:left;"|'''Stats:''' | |||
|width=100| | |||
'''Capacity''': 7 | |||
'''Damage''': 37 | |||
'''Max Range''': 22 | |||
'''Fall off''': 1 | |||
'''Penetration:''' 23 | |||
'''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="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Healthanalyzer.png]] | |style="border: 2px solid black; padding: 5px;"|[[File:Angled_Grip.png|64px]]<br>'''Angled Grip'''<br> Costs:10 points | ||
[[#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; padding: 5px;"| | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Wielded:''' | |||
| | |||
*Majorly decreased wield delay | |||
*Slightly decreased recoil | |||
*Slightly increases accuracy | |||
*Slightly decreased bullet spread | |||
|} | |||
|style="border: 2px solid black; padding: 5px;"| | |||
{| border="1" | |||
|+ 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;"| | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Wielded:''' | |||
| | |||
* Moderately increases accuracy | |||
|} | |||
|style="border: 2px solid black; padding: 5px;"| | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Both:''' | |||
| | |||
*Slightly decreases damage | |||
|} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Gyro.png|64px]]'''<br>Gryoscopic Stabilizer'''<br> Costs:10 points | |||
|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; border-bottom: 2px solid black; padding: 5px;"| | |||
{| border="1" | |||
|+ style="text-align:left;"|'''Both:''' | |||
| | |||
* Adds the ability to fire three semi-auto buckshot rounds | |||
* Reloadable with additional buckshot | |||
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] | |||
|} | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;"| | |||
{| border="1" | |||
|+ 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 | |||
|} | |||
|- | |||
|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 | |||
|} | |||
{| 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> | |||
</tabs> | |||
</center> | |||
<big>'''Documents/Data retrieval'''</big> | |||
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. | |||
{| style="border: 2px solid black; width:60%" | |||
! style="background-color:#84987A;"|'''Objective:''' | |||
! style="background-color:#84987A;"|'''Description:''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Paper_Scraps.png]] | |||
[[#Paper Scraps and Progress Reports|'''Paper Scraps and Progress Reports''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Folder.png]] | |||
[[#Folders|'''Folders''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Data_Disks.png]] | |||
[[#Data Disks|'''Data Disks''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Technical_manual.png]] | |||
[[#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="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Data_Terminal.png]] | |||
[[#Data Terminal|'''Data Terminal''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | 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. | |||
|} | |||
<br> | |||
<big>'''Item Retrieval'''</big> | |||
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. | |||
{| style="border: 2px solid black; width:60%" | |||
! style="background-color:#84987A;"|'''Objective:''' | |||
! style="background-color:#84987A;"|'''Description:''' | |||
|- | |||
|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''']] | |||
|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="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Healthanalyzer.png]] | |||
[[#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="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Datacard.png]] | |||
[[#Datacard|'''Datacard''']] | |||
|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]. | |||
|} | |||
<big>'''Retrieval of Research Assets'''</big> | |||
<br> | |||
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. | |||
{| style="border: 2px solid black; width:60%" | |||
! style="background-color:#84987A;"|'''Objective:''' | |||
! style="background-color:#84987A;"|'''Description:''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Researchnote.png]] | |||
[[#Research notes|'''Research notes''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |A research note left behind by a scientist from the colony. '''Bring them to the researcher on-board the Almayer.''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Vialbox.png]] | |||
[[#Vialbox|'''Vialbox''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |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.''' | |||
|} | |||
<big> '''Search & Retrieve'''</big> | |||
<br> | |||
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 open with [[Marine_Equipment#C4_Explosive_Charge|C4]] or [[Chemistry#Thermite|Thermite]]. | |||
'''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 /> | |||
It is recommended that all intel items requiring processing be put in '''Storage''' and processed intel items in the '''High-Sec Storage'''.<br /><br /> | |||
Disks should also be sorted into encrypted and decrypted piles so as not to waste efforts on finished tasks.<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, | |||
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. | |||
<br><br> | |||
<big>'''Your Skillset'''</big> | |||
<br><br> | |||
[[File:IO_skill_set.png]] | |||
<br><br> | |||
<big>'''Resources'''</big> | |||
*[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 | |||
|} | |||
=Previous Marine Equipment= | |||
==Marine Kits== | |||
{| style="border: 2px solid black; class="mw-collapsible mw-collapsed" | |||
! style="background-color:#A9A9A9; width:150px;"|'''Kits:''' | |||
! style="background-color:#A9A9A9;"|'''Description:''' | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:Exp_Trooper_kit.png|64px]] | |||
'''Experimental Trooper Kit''' | |||
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''. | |||
* SU-6 Smartpistol | |||
* 5 SU-6 Smartpisol Magazines | |||
* Extended Barrel | |||
* Quick Fire Attachment | |||
* Laser Sight | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Intel_kit.png|64px]] | |||
'''Field Intelligence Support Kit''' | |||
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''. | |||
* Intel Radio Encryption Key | |||
* Fulton recovery device. | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Heavy_Support_kit.png|64px]] | |||
'''Heavy Support Kit''' | |||
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''. | |||
* HPR | |||
* 1 HPR magazine | |||
* MB-6 Folding Barricade | |||
* Bipod | |||
* Welding goggles | |||
* Welder | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_Pyro_kit.png|64px]] | |||
'''M240 Pyrotechnician Support kit''' | |||
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''. | |||
* USCM Pyrotechnician G4-1 Fuel Tank | |||
* M240A1 Incinerator Unit | |||
* 2 Incinerator Fuel Tank | |||
* 1 Large incinerator Fuel Tank (Gel) | |||
* Pocket Extinguisher | |||
* Underbarrel Extinguisher | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|[[File:Mini_JTAC_kit.png|64px]] | |||
'''JTAC Kit''' | |||
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''. | |||
* 2x Signal flares packs | |||
* Tactical Binoculars | |||
* JTAC encryption key (Use :j to speak on this radio channel) | |||
* USCM Small Radio Telephone Pack | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M2C_Heavy_Gunner_kit.png]]<br>'''M2C Heavy Gunner Kit''' | |||
|style="border: 2px solid black; padding: 5px;"| '''Description:''' This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from '''Requisitions'''. | |||
* M2C Assembly-Supply Crate | |||
{| border="1" class="wikitable style="width: 30%;" | |||
|[[File:M2C_Undeployed.png|48px]] | |||
[[#M2C Heavy Machine Gun|'''M2C Heavy Machine Gun''']] | |||
|[[File:M2C_Ammunition_Box.png|48px]] | |||
[[#M2C Ammunition Box|'''4 x M2C Ammunition Box''']] | |||
|} | |||
* M804 Heavygunner Storage Rig | |||
* M10 Technician Helmet | |||
* Tools Pouch containing the following: | |||
{| border="1" class="wikitable style="width: 50%;" | |||
|[[File:Crowbar.png|48px]] | |||
[[#Crowbar|'''Crowbar''']] | |||
|[[File:Wrench.png|48px]] | |||
[[#Wrench|'''Wrench''']] | |||
|[[File:Welder.gif|48px]] | |||
[[#High Capacity Industrial Blowtorch|'''High Capacity Industrial Blowtorch''']] | |||
|[[File:Mini_Extinguisher.png|48px]] | |||
[[#Mini Extinguisher|'''Mini Extinguisher''']] | |||
|} | |||
* 2 stacks of Plastic Explosives | |||
* Heavy Machinegunner Pamphlet (Engineering Pamphlet) | |||
|- | |- | ||
|style=" | |style="border: 2px solid black; padding: 5px;"|[[File:Pursuit kit.png]] | ||
'''M39 Point Man Kit''' | |||
|style="border | |style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''. | ||
* M39 SMG, comes pre-loaded | |||
* Sub-Machine gun arm brace | |||
* Magnetic Harness | |||
* H5 Pattern M2132 Machete Scabbard | |||
* 1 M39 Extended magazine | |||
|- | |- | ||
|style="border: 2px solid black; padding: 5px;"|[[File:Sapper kit.png]] | |||
'''M-OU53 Field Test Kit''' | |||
|style="border: 2px solid black; padding: 5px;"|Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from '''Requisitions'''. | |||
* M-OU53 Break Action Shotgun | |||
* M-OU53 Tactical Stock | |||
* Box of shotgun slugs | |||
* Box of flechette slugs | |||
* Shotgun shell loading rig | |||
|} | |} | ||
Latest revision as of 21:19, 13 October 2024
Previous wiki username: Mr. Penguin
CM-SS13 Wiki Maintainer from 2017-2019
http://cm-ss13.com/wiki/Later_Wiki_Project (Previous Maps Page)
map descriptions need updating/adding
Number of Wiki pages | 5,213 |
---|---|
Total Page Edits | 27,566 |
Number of Files | 3,035 |
Number of Users | 764 |
Number of Active Users | 19 |
Number of Administrators | 19 |
Server History
Human vs Xenos | CM Timeline
Date: | Events of Significance: |
---|---|
2013, Jun 29 |
Server Name: Kittyshack
|
2013, Circa |
Server Name: Infestation Station |
2013, Nov 27 |
Server Name Changes to: Colonial Marines |
2014, Circa |
|
2014, April/May |
Server Name Changes back to: Infestation Station |
2014, Circa |
|
2014, Sept 27 |
Server Name Changes to: New Eden Colonial Marines |
2014, Nov 18 | Sulaco V1 Released |
2015, Feb 2: | Jaggerstep resigns as host and Verbose Lucidity/Dre9889 becomes the new host for New Eden and Colonial Marines. |
2015, April 20: | Colonial Marines splits from New Eden Station: Apophis775 becomes the host, Rahlzel becoming Co-Host. CM's Anniversary Date
Server Name Changes to: Colonial Marines |
2015, Jun 22: | M56 Smartgun released as a specialist weapon choice
Planet LV-624 Released (Tested on/off from Feb)
|
2015, July 14: | Requisitions Officer, MRE's and Attachments added. Archive |
2015, July 19: | Predator Whitelist opens. |
2015, July 30: |
|
2015, Oct 24: | Haunted House Released for "Nightmare Before Colonialween". |
2015, Nov 8: | Haunted House taken out of circulation and the Nightmare Before Colonialween event ends. |
2015, Nov 14: | Prison V1 Released |
2016, May 6: | Ice Colony Released |
2016, May 28: | V1 Whiskey Outpost (WO) Released |
2016, Jun 27: | Gun overhaul: chambering a round, gun jamming etc. |
2016, Dec 11: | Commander Whitelist opens. |
2017, Jan 8: | V2 Whiskey Outpost (WO) Released |
2017, Jan 22: | Clonning Removed |
2017, April 24: |
|
2017, Aug 17: | Synthetic Whitelist opens. |
2017, Nov 21: | Prison Station V2 Released |
2018, May 21: | Atmos removed |
2018, Jun 10: | Apophis775 retires as Host. |
2018, Jun 11: | Rahlzel becomes the Host.
Server Name Changes to: CM-SS13 to appease Fox |
2018, Jul 28: | Rahlzel retires as Host. NGGJamie becomes the Host, Slc97 becoming Co-Host. |
2018, Nov 9: | V3 Whiskey Outpost (WO) Released. |
2019, Jan 12: | Slc97 retires as Co-Host. |
2019, Jan 14: | DEFCON core gameplay system added. |
2019, Mar 18: | Trijent Dam released. |
2019, Nov 20: | Sorokyne Strata released. |
2020, Jan 1: | CORSAT released. |
2020, Jun 29: | Sorokyne Strata temporarily taken out of rotation due to lag issues. |
2020, Aug 17: | Sorokyne Strata put back in rotation. |
2020, Aug 20: | Ice colony V2 taken out of rotation, pending rework. |
2020, Sept 23: | Kutjevo Refinery released. |
2021, Feb 8: | Prison V3 (Fiorina Science Annex) released. |
2021, Mar 9: | DEFCON core gameplay system removed, Techwebs core gameplay system added. |
2021, Mar 29: | CORSAT, Sorokyne Strata, and Prison V2 (Fiorina Cellblocks) taken out of rotation. |
2021, Jun 26: | Ice Colony v3 (Shiva's Snowball) released. |
2021, Aug 30: | Techwebs core gameplay system disabled. |
2022, May 4: | Sorokyne Strata re-added to rotation. |
2022, Aug 1: | IO job re-added, DEFCON v2 core gameplay system added. |
2022, Oct 19: | NGGJamie retires as Host. ThesoldierLLJK becomes the Host. |
2022, Oct 20: | New Varadero is added for play testing. |
2022, Nov 16: | Chance's Claim released. |
2022, Nov 27: | New Varadero formally released. |
2022, Dec 6: | ThesoldierLLJK retires as Host. Frozentsbgg becomes the Host. The Co-Host rank is reinstated with Forest2001 being given the position. |
2024, Jun 30: | Hybrisa is added to map rotation |
2024, Sept 3: | Text to Speech (TTS) is tested for three rounds. |
Historical Occasions of Note
Population Booms
The increased notoriety on video sharing platforms such as youtube has led to population booms for SS13 and in turn CM-SS13. Below is a list of all the population booms that have affected CM-SS13.
Date: | Population Booms of Significance: |
---|---|
2019, Mar 17 |
|
April Fools
Year: | April Fools Events: |
---|---|
2016 | For the 2016 april fools event the server was changed to use Pre-Alpha code, which led to a lot of confusion from the more recent players and a barrel of nostalgia from the older veteran players. |
2017 | 2017 was an interesting one as it wasn't a Pre-Alpha code revert but it did reintroduce some of the Pre-Alpha maps with a watery theme instead of space. Sulaco V1 was made out of wood and called the USS Iowa the infestation map was the nostromo with a watery theme (space was replaced with water tiles, which if moved into would kill you, as such many a marine was lost to drowning at sea.) icly it was described as an infested oil rig. |
2018 | 2018, 24 hours of Xenos vs Marines basketball and space jam. For your viewing pleasure below are a list of recorded rounds:
|
2019 | Admins released a virus that was updated from the zombie virus code to give player characters ears. All the playable maps were randomly rotated for each round, to add to the horror. |
2020 | The game was reverted to an older branch of omega. The March 2019 branch was used for the April fools day event. |
2021 | The Sulaco was updated and used for this years April Fools event with new sprites and modifications to the existing Sulaco to add in the additional features the Almayer has. The two things that stayed the same was the old Rasputin dropship and vindicator drop pod. The Sulaco did not include any deployable vehicles such as the tank or APC. |
2022 | The Almayer map was rolled back to an older version from September 2020. |
2023 | To be added |
2024 | A remade version of Prison station V1, also known as prison classic was used on the 31st of March onto april fools. Supplementary to this was the CM Battlepass that was released within the same timeframe, whch had players earning rewards through winning/losing rounds and completing personal challenges. |
Maps
Marine Ships
Date of Circulation: October 30th, 2014 - July 30th, 2015
Era of Creation: Early Pre-Alpha
Sulaco V1, or simply known as the NMV Sulaco at the time was the first Marine ship map used on Colonial Marines before being phased out in favour of its successor, Sulaco V2, due to an ever expanding population in July 2015. It has since been retired and only makes occasional appearances for April fools with a better design, which is known as the USS Iowa.
Date of Circulation: July 30th, 2015 - April 24th, 2017
Era of Creation: Early Alpha
Sulaco V2, or known as the USS Sulaco at the time was the revamped version of the Sulaco V1 and was the second marine ship and also first map to use multiple z-levels to simulate different levels of the map as well as two different transportation methods, in this case decks of a ship and the usage of Droppod and Dropship respectively. Uniquely it has been the only map to use a |supermatter for power generation. It was later phased out in favour of its successor, the USS Almayer, due to an ever-expanding population in April 2017. It has since been retired and has not made an appearance since.
Supermatter Basic Setup
Good news, everyone! The SM engine is mostly set up already and ready to provide power the USS Sulaco. There are just a few additional steps you should undertake before flipping that Emitter on. But first, put on a handy pair of Optical Meson Scanners and put on a Radiation Suit and Radiation Hood. Remember, the SM (white) will ruin your eyes if you look at it without Mesons and you will receive radiation damage without the suit simply from being too close to an active supermatter core.
The SM Engine Area
1. Ensure cooling loop is functional
Check on the computer (blue) and refresh until it shows that the SM chamber is 'Injecting' coolant at a rate of 700 L/s. The output pressure should then be toggled to 'Open'. Make sure that the input is maximized and open because otherwise the coolant loop will not function properly.
2. Prep the radiation collectors
The radiation collectors (magenta) are what powers the Sulaco once the SM is active. First go to the phoron tanks (in orange) and fill them to the maximum 1013 kPa capacity using the phoron canister; (orange) To do this first grab a phoron tank in hand then click the phoron canister, (orange) the phoron tank should then be inserted into the canister (you will know if it is inside because a black mark will appear on the side of the canister if it is) after that set the kPa to 1013, then open the release valve, when the tank is full close the release valve and eject the phoron tank. Open the blast doors to the collector and put one full phoron tank into each collector. Make sure click on all eight of the collectors to activate them.
3. Turn on the Engine Room SMES
Turn both the input and output of the SMES (yellow) to maximum and set the input to Auto.
4. Fire the emitter
Open the blast door to the SM chamber using the handy toggle. Fire the emitter (red) 10 times. Emitters fire four shots before a longer pause so count carefully; the audio cue helps here. Turn the emitter off and close the blast door.
5. Maintain an eye on the SM
Use the engine chamber console (blue) to check that the temperature and pressure remain stable. A good safe goal to shoot for is a core temperature of under 500K. After you have done these steps the temperature and pressure should stabilize, which then tells you that you are all safe to walk away, do remember to check up on the SM every once in a while though to see if the temperature/pressure is dropping or rising.
On a side note this SM Engine setup will last you 6 hours and more. - [Tested And Proved]
Date of Circulation: April 24th, 2017 - September 16th, 2018
Era of Creation: Early Omega
The USS Almayer is the latest marine ship to be released on Colonial Marines and is by far the largest due to the population growth that the server has witnessed in recent years. The USS Almayer was the first map and marine ship to fully incorporate perspective sprites for the entirety of the map.
Date of Circulation: September 16th, 2018 - Current
Era of Creation: Early Omega
The USS Almayer V2 doesn't change all too much besides enlarging the ships length and width due to the increased amount of players actively playing the server.
Infestation Maps
Date of Circulation: October 30th, 2014 - June 10th, 2015
Era of Creation: Early Pre-Alpha
Nostromo, aka (CM) boxstation was the sole infestation map used on Colonial Marines before being phased out in favour of its successor, LV-624, due to an ever expanding population in June 2015. It has since been retired and only makes occasional appearances for April Fools, which is known as Waterworld.
Date of Circulation: June 10th, 2015 - Current
Era of Creation: Late Pre-Alpha
Map creator : Absynth
LV-624 was the successor map to the Nostromo and was additionally the first ground map to be introduced into Colonial Marines. The map itself was created by Abbysynth and then tweaked later by other developers to keep the map fresh and balanced. It was one of the first maps to introduce a method to prevent early game rushing from both sides, which is the thick fog on the map. It was also the first map to incorporate "nightmare mode", where parts of the map change between games. It is the most beloved map by the community, and has been in the game for the longest period of time. It is also the default map for the server.
Date of Circulation: October 24th, 2015 - November 8th, 2015
Era of Creation: Early Alpha
The haunted house map is the only map to offer the experience of fighting hostile monsters upon deployment and a cave system which you can use ladders to go down into you can take the cave pathway. An updated version was remade for Halloween 2021.
Date of Circulation: May 6, 2016 - Oct, 2017 (Roughly)
Era of Creation: Alpha
Map creator : Infernus
Ice Colony otherwise known as "Shiva's Snowball" was an additional infestation map which contained unique snow mechanics (Slowing of mobs when walking through snow, and the construction of snow barricades).
Date of Circulation: Jan 8 2017 - Aug 20 2020
Era of Creation: Alpha
Ice colony V2 was the second snow map, and incorporated two z-levels which could be travelled between with ladders and lifts/elevators.
Date of Circulation: June 26th 2021 - Current
Era of Creation: Omega
Map creator : Triiodine
Ice colony V3, or "Shiva's Snowball" is the spiritual successor to Ice V2. It is a smaller map, and uses only one Z-level, but retains the aesthetics of the prior version.
Underground
Over Ground:
Date of Circulation: October 9th 2016 - Januray 16th 2017
Era of Creation: Alpha
Big Red V1 was a unique design and a massive map with the unique requirement that outside of the colony outpost buildings you were required to have a filtration system on you (aka a breath mask and an oxygen tank) otherwise you'd die. Though that unique feature didn't last too long as it caused a lot of imbalance so it was removed but as the map was played more it became apparent that there were a few atmos issues, especially with pressure. The large open areas of the map also caused the rounds to drag on for a long while. With all that said, the atmosphere of the map itself with tight underground maint tunnels and closely knit hallways was tense at times which made for great rounds.
Map Trivia: There were some original static barricades (the one's marines can build currently) on the map that survivors sometimes used. Do keep in mind they couldn't be built just yet.
Date of Circulation: April 24th, 2017 - Current
Era of Creation: Early Omega
Big Red V2, otherwise known as "Solaris Ridge" was an entire overhaul of the V1 map, which doesn't share much within common with its predecessor. Though with that said it did share similarities to the Nostromo's Research lab and V2 big reds research lab, along with various other buildings that have a Nostromo to Big red V2 parallel: Bar, Dorms, medbay, engineering, and the cafeteria. The Lambda research section of the map was lifted from big red v1.
Date of Circulation: November 14th, 2015 - April 22nd, 2016 (Roughly)
Era of Creation: Early Alpha
Map creator : Infernus444
Prison Station, also known as Florina Orbital Penetrary takes the players back to the old ways with it's concept being a 'station' in space similar to Nostromo with long hallways and small rooms for both teams to fight over. Prison Station is also the only map to contain a hostile section not controlled by either team.
Date of Circulation: November 21st, 2017 - March 29th 2021
Era of Creation: Early Omega
Prison Station, also known as Florina Orbital Penetrary takes the players back to the old ways with it's concept being a 'station' in space similar to Nostromo with long hallways and small rooms for both teams to fight over. It was notably an altered copy of a prison architect map, "harbourside prison", https://steamcommunity.com/sharedfiles/filedetails/?id=524359537
Prison Station is also the only map to contain a hostile section not controlled by either team - this being the crashed shuttle in the south section of the map.
Developers who contributed to the map: |
---|
|
Date of First Public Test: December 12th, 2018
Date of Circulation: March 18th 2019 - Current
Era of Creation: Mid Omega
Desert Dam, also known as Trijent Dam is one of CM-SS13's largest maps ever used (More than 4 times the size of big red) so far. It introduces the new mechanic of water filtration; this mechanic smoothly filters the toxic water into clean water which can change the flow of a round entirely.
Developers who contributed to the map: |
---|
|
File to be fetched Date of Circulation: Jan 1 2020 - March 29th 2021
Era of Creation: Omega
Map creator : TobiNerd
File to be fetched Date of Circulation: November 20th 2019 - March 29th 2021, May 4th 2022 - Current
Era of Creation: Omega
Map creator : Triiodine
Map trivia : Despite work and testing on Sorokyne being started after CORSAT, it was released before it.
File to be fetched Date of Circulation: September 23rd 2020 - Current
Era of Creation: Omega
Map creator : Triiodine
File to be fetched Date of Circulation: Nov 16 2022 - Current
Era of Creation: Tabula Rasa
Map creator : SpartanBobby
File to be fetched Date of Circulation: Nov 27 2022 - Current
Era of Creation: Tabula Rasa
Map creator : Triiodine
New Varadero has a layout that closely mirrors that of Ice Colony V2's underground Z-level, but features a complete aesthetic overhaul into a beachside theme.
Last Stand Maps
The last stand gamemode, also dubbed as the WO gamemode (due to whiskey outpost being the only available map) was originally created by Infernus44 and since then it has undergone a lot of changes and revisions to what it is today.
Date of Circulation: May 28th 2016 - January 8th 2017
Creator: Apophis775
Era of Creation: Late Pre-Alpha
Whiskey Outpost was loosely based off of the Whiskey Outpost seen in the first starship troopers film at least in namesake, and is the first and only last stand map which is available on Colonial Marines.
Map Trivia: Originally named "Fort Slaughterdale".
Date of Circulation: January 8 2017 - November 9th 2018
Note that there was a timespan between these dates where whiskey Outpost was broken and unplayable, but currently I have been unable to secure those dates.
Creator: Artouris
Era of Creation: Late Alpha
The second major revision of whiskey outpost to turn the map from just a last stand gamemode to a lore based last stand, with the Dust Raiders being introduced. This revision also was required due to the population increasing.
Date of Circulation: November 9th 2018 - Current
Creator: Artouris
Era of Creation:Mid Omega
The third major revision of whiskey outpost which expanded upon V2's lore. The map was also enlarged to fit the increasing player population along with the new mechanics/weapons that have been added e.g. mortars and the tank.
Sprite History
Equipment
At the end of each category a sprite designer section is there to provide information on who made what sprites.
Armor Sprite Designer(s): |
---|
|
Colt M1911 / Phase One: M4A3 |
The Colt M1911 replaced the Stetchkin Pistol from infestation station and became the primary sidearm for the marines. The Colt M1911 near the end of Pre-Alpha recieved a name change to M4A3.
| ||||||
Smith and Wesson Victory |
The S&W was the standard revolver for the marines and the predecessor to the M44 Combat Revolver. | ||||||
Phase One: M39 Submachine Gun |
The M39 was a freshly designed submachine gun for the marines to use. Later on the sprite was improved upon nearing the end of pre-alpha.
| ||||||
Phase One: M41A Pulse Rifle Mk2 |
The M41A Mk2 replaced the CR20 from Infestation Station and became the primary rifle for the marines. During the late stages of Pre-Alpha the sprite was improved upon.
| ||||||
L6 SAW |
The L6 SAW was the only LMG in Pre-Alpha and could be used with one hand in combination with a Riot Shield. | ||||||
Riot Shotgun / Phase One: M37A2 Shotgun |
The riot shotgun was renamed to the M37A2 Shotgun and became the primary shotgun for the marines during Pre-Alpha. | ||||||
Heavy Machine Gun |
The HMG was the backbone of the Marines during the Pre-Alpha stage. To use the HMG all you had to do was stand on the same tile as the HMG and make sure it was anchored down with a wrench, after that you just clicked on the enemy or a tile to fire. Do note that the HMG could only fire in straight bullet paths, though this did make it extremely useful for defending long hallways. One was available to each squad. |
Weaponry Sprite Designer(s): |
---|
Exceptions to this are:
|
Ammo Bag |
Previously used to store multiple magazines and shotgun shell boxes. One was available to each squad. |
Storage Sprite Designer(s): |
---|
|
Ripley Powerloader |
The original ripley powerloader sprite that was used up until the Omega Era. |
Mech Sprite Designer(s): |
---|
|
[[File:]] To do |
To do |
Phase Two: M4A3 Service Pistol |
After the Colt M1911 was renamed to the M4A3 near the end of Pre-Alpha, the M4A3 has continued to be improved upon. Phase Two of the M4A3 Service Pistol was released shortly after Colonial Marines entered it's Alpha state.
| ||||
Phase One: M44 Combat Revolver |
The M44 Combat revolver was the standard revolver for the marines that replaced the Smith and Wesson Victory from Pre-Alpha.
| ||||
Phase Three: M39 Submachine Gun |
Went into Colonial Marines in the mid Alpha stage and was the last iteration of the M39 Submachine Gun sprite. | ||||
Phase Four: M41A Pulse Rifle Mk2 |
After the M41A replaced the CR20 in Pre-Alpha, it has continued to be improved upon. Phase Four of the M41A Pulse Rifle Mk2 was released shortly after Colonial Marines entered it's Alpha state.
| ||||
M41AE2 Heavy Pulse Rifle |
Filled the Light Machine Gun gap after the L6 SAW was removed early into the Alpha. | ||||
Phase Two: M37A2 Shotgun |
The Phase Two M37A2 Shotgun replaced the Riot Shotgun sprite from Pre-Alpha and became the primary shotgun for the marines during early-mid Alpha.
|
[[File:]]
Sprite stuff
Phase One: M46C |
Phase one of the M46C. The designated commanders special rifle.
|
Phase One: UPP UM5 Personal Armour |
This is only seen in the server's Lore. Wasn't implemented. |
Powerloader |
A redid version of the ripley powerloader to fit in line with the servers lore and the revamped graphical theme. |
Mech Sprite Designer(s): |
---|
|
Black Donnovan |
The character Black Donnovan from the arcade machine games has a unique set of concept armor and weapons to go with him. |
Trivia Sprite Designer(s): |
---|
|
Previous Core Gamplay Systems
Defcon System | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
DEFCON, short for DEFense readiness CONdition or also known as the Threat Assessment Level, is an alert state for the USCM to authorize special assets to be used in the field for the current mission, should the marines complete objectives and perform well in the mission.
DEFCON Threat Level
ObjectivesEach row in the below table is progressive, e.g. you'll find a paper scrap then be pointed to find a folder etc. Keep in mind that not all objective items will lead towards the next item, some will be red herrings giving you no clues. Documents/Data retrieval.
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.
Recovering corpsesAll dead colonists (whether from the map or dead survivors) and KIA marine bodies should be moved to the morgue on the Almayer otherwise they won't be counted and as such won't help raise the DEFCON level. Alien corpses should also be moved to the research department on the Almayer otherwise they won't be counted and as such won't help raise the DEFCON level. Specific Item RetrievalOften, when decoding Data Terminals, there will be an announcement to search and retrieve an item. You will need to recover this specific item with a certain serial number. To find it, examine said object at said location and if it matches the one from the announcement, bring it back to the storage area next to the Computer Labs. Put it on the rack and leave it there. Map specific DEFCON thresholdsCertain maps have a lower DEFCON threshold to allow for an easier time in lowering DEFCON. Rest of the maps:
LV-624:
|
Techwebs System | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alien Techwebs: https://cm-ss13.com/wiki/Alien_Techwebs
Alien TechwebsTechwebs allow you to unlock special abilities and structures for the hive, You do it by spending points. You gain points passively starting at 1 every minute increasing by another 1 for every 20 minutes that pass. As the queen, You're the ONLY one who can spend the points so it is important to do so! Here is an overview of the techwebs and what they do: Techs: Tier OneThe starting techs that allow you to give the aliens an initial boost at the start of the operation.
Techs: Tier Two
Techs: Tier Three
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Marine Techwebs: https://cm-ss13.com/wiki/Marine_Techwebs
How Techwebs worked for marines: The Marine's Techwebs allow your battalion to purchases powerful abilities that improves the individual Marine capabilities. In order for you to unlock them for your marines, head over to the tech control console to take command of the purchasing of Techs. There can be only one Officer allowed to take control of purchasing Techs. If an Officer outranking the current control wants to take over, they simply follow the instructions above, overriding the previous controller.
Partially Tested Prototype Techwebs Equipment These items were partially tested in a few rounds of CM but didn't make it into the full game.
Medic Combat Zone Support Package
|
Previous Marine Jobs
Intelligence Officer | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 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!
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. 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
Intelligence Officer Gear Rack
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.
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.
Retrieval of Research Assets
Search & Retrieve
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. 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 DEFCON. 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.
|
Previous Marine Equipment
Marine Kits
Kits: | Description: | ||||||
---|---|---|---|---|---|---|---|
Experimental Trooper Kit |
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
| ||||||
Field Intelligence Support Kit |
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
| ||||||
Heavy Support Kit |
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
| ||||||
M240 Pyrotechnician Support kit |
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
| ||||||
JTAC Kit |
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
| ||||||
M2C Heavy Gunner Kit |
Description: This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from Requisitions.
| ||||||
M39 Point Man Kit |
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
| ||||||
M-OU53 Field Test Kit |
Specialization kits give weapons and/or equipment to anyone who uses them. This specific kit must be handed out from Requisitions.
|
Previous Special Jobs
Agent | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
"I say we grease this rat-fuck son-of-a-bitch right now!" ―Pvt. Hudson, Aliens
Introduction to AgencyAgents are ship-side crew (or stowaways) designed to function as minor antagonists and as a foil to the Military Police on the USS Almayer. These agents are assigned various objectives that they are expected to complete by the end of the operation without being detected. Those selected will have access to exclusive equipment to complete these objectives. If an agent is detected by security they will be terminated.
Agent RulesAs an agent, you will have to properly follow Rule 18, which dictates how you may play this role. Failure to abide by these regulations will lead to a potential agent job-ban. Be smart, and if you're not sure if something is okay, always ask the staff.
Art of the AgentCongratulations if you're one of the lucky ones who meet the criteria, you will receive a pop-up determining if you would like to become an agent or not. If you accept, you will be given a prompt in chat that informs you of your special frequency code and your objectives. Afterwards you will be carrying out the wishes of the UPP, WY, RESS, or CLF.
Getting that GreentextYour uplink in your headset grants you a flat 40 points to start. You are free to spend these points at your leisure. Be advised that these points are scarce and you will not be able to get more. However, you are able to share points with other agents by printing them from your headset. You are also able to identify agents of your own faction by the symbol beside your character, but not agents of opposing factions.
Possible Objectives
Items of Interest
Agent Equipment
|
Aliens
Alien Evolutionary Charts
Date of Applicability: October 30th, 2014 - December 12th, 2014
Era of Creation: Early Pre-Alpha
Date of Applicability: December 13th, 2014 (Pre-Alpha) - August 14th, 2015 (Alpha)
Era of Creation: Early Pre-Alpha
Date of Applicability: August 14th, 2015 - August 29th, 2015
Era of Creation: Early Alpha
Date of Applicability: August 29th, 2015 - May 21st, 2018
Era of Creation: Early Alpha
Alien Castes
Xenomorph Sprite Designer(s): |
---|
|
Caste | Pre-Alpha | Alpha | Omega | Additional Information |
---|---|---|---|---|
Drone |
Sprite Circulation: October 30th, 2014 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - May 21st, 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Support: Grow the hive and support the Queen. (Latest Alpha sprites are still used in Mob NPCs instead of players) |
Sentinel |
Sprite Circulation: October 30th, 2014 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - December 9th, 2016 Sprite Circulation: December 9th, 2016 - May 21st, 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Defence: Defend the hive, guard captured prey and eliminate and deter threats from range. |
Runner |
Sprite Circulation: October 30th, 2014 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - May 21st, 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Offence: The fastest Xeno with the most constant speed (besides the Crusher). Leap over tables with ease and pounce on the enemy. Capture and harass prey. Recon threats. |
Defender | Not Applicable
Sprite Circulation: N/A |
Not Applicable
Sprite Circulation: N/A |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Defence: A good engagement starter that additionally specifies in protecting other castes with it's unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat back to heal. |
Caste | Pre-Alpha | Alpha | Omega | Additional Information |
---|---|---|---|---|
Spitter |
Sprite Circulation: October 30th, 2014 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - December 9th, 2016 Sprite Circulation: December 9th, 2016 - May 21st. 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Description: Defence: Defend the hive, employ your more powerful acid to better stun targets and break down fortifications. |
Hivelord |
Sprite Circulation: October 30th, 2014 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - May 21st, 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Support: The ultimate support. Very large plasma capacity for spreading weeds and resin. Dig holes into the ground to create pathways for other Xenos to travel between. |
Lurker |
Sprite Circulation: October 30th, 2014 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - December 9th, 2016 Sprite Circulation: December 9th, 2016 - May 21st, 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Offence: Capture and harass prey. Use stealth to turn nearly invisible and set up ambushes or assault prey positions.
Warrior - Pre-Alpha Hunter - Alpha Lurker - Omega (Latest Alpha sprites are still used in Mob NPCs instead of players) |
Carrier |
Sprite Circulation: October 30th, 2014 - February 4th, 2015 |
Sprite Circulation: February 4th, 2015 - June 11th, 2016 Sprite Circulation: June 11th, 2016 - June 24th, 2018 |
Sprite Circulation: June 24th, 2018 - Current |
Description:
Support: Carry a pile of facehuggers and throw them at prey, or use them as area denial. During the Omega period this caste was changed to a tier 3 as of September 25th 2018. |
Warrior | Not Applicable
Sprite Circulation: N/A |
Not Applicable
Sprite Circulation: N/A |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Offence: A highly mobile xeno which packs a punch, good for ambushing and general harassment of the marines supply lines. |
Caste | Pre-Alpha | Alpha | Omega | Additional Information |
---|---|---|---|---|
Corroder |
Sprite Circulation: October 30th, 2014 - December 12th, 2014 |
Not Applicable
Sprite Circulation: N/A |
Not Applicable
Sprite Circulation: N/A |
Description: Defence: Very strong and quick-firing acid. Able to melt space itself. Is the embodiment of marine fear. |
Boiler | Not Applicable
Sprite Circulation: N/A |
Sprite Circulation: August 29th, 2015 - June 11th, 2016 Sprite Circulation: June 11th, 2016 - May 21st, 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Offence: Bring the Hive's ranged combat castes to their maximum potential with long range acid glob shots, allowing you to bombard and heavily damage areas after a bit of setup. Use your enhanced vision to locate targets without being seen and shot. Use your acid spray for close range defense. Use your incredibly strong acid to make short work of everything in your way. (Latest Alpha sprites are still used in Mob NPCs instead of players) |
Praetorian |
Sprite Circulation: October 30th, 2014 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - May 21st, 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Offence: Act as a surrogate Queen. Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places. |
Crusher | Not Applicable
Sprite Circulation: N/A |
Sprite Circulation: August 14th, 2015 - June 11th, 2016 Sprite Circulation: June 11th, 2016 - Current |
Not Applicable
Sprite Circulation: N/A |
Description:
Defence: Make use of your armored front crest and your massive body to shield and tank bullets. Eat up explosions without flinching thanks to your thick hide. Charge your foes down and stomp on them to dislodge every single bone in their body. |
Ravager |
Sprite Circulation: October 30th, 2014 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - May 21st, 2018 |
Sprite Circulation: May 21st, 2018 - Current |
Description:
Offence: The bringer of death. Very powerful claws, and able to charge to close short distances. |
Burrower | Not Applicable
Sprite Circulation: N/A |
Not Applicable
Sprite Circulation: N/A |
Sprite Circulation: Sept 25th, 2018 - Current |
Description:
During the Omega period this caste was changed to a tier 2 as of September 25th 2018. |
Caste | Pre-Alpha | Alpha | Omega | Additional Information |
---|---|---|---|---|
Queen |
Sprite Circulation: October 30th, 2014 - April 7th, 2015 Sprite Circulation: April 7th, 2015 - June 11th, 2016 |
Sprite Circulation: June 11th, 2016 - June 24th, 2018 |
Sprite Circulation: June 24th, 2018 - Current |
Lead the hive. |