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''"These Colonial Marines are some tough hombres, and they're packing state-of-the-art firepower. Nothing they can't handle... Right, Lieutenant?"''
- Burke to Lieutenant Gorman. ''Aliens''


A short narration;


''You awake from cryosleep in your Standerd Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its heavenly white walls, the Sulaco. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the logistics desk for squad assignment, you ponder what kind of grunt work they’re shoving you into you to this time…''
''You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its dreary grey walls, the [[USS Almayer]]. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the preparation rooms to gear up and head to briefing, you ponder what kind of grunt work they’re shoving you into you to this time…''


The people of the marine corps are our protagonist's. These are the guys you call in to deal with the problems you have, maybe a band of space pirates, maybe the syndicate, or maybe even worse.
==Main Jobs==
So you’ve signed up for the marines, eh? Well, lucky for you, we’re able to give the just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy dandy guide below and you’ll be able to know all the dumb sh*t you should’ve known already!


Logistics Officers will be requesting your IC special qualifications and which squad you’d enjoy belonging to. The details of each squad and -what you should know when taking a special job- are listed below:
So you’ve signed up for the '''United States Colonial Marines''', eh? Well, lucky for you, we’re able to give you just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy-dandy guide below, and you’ll be able to know all the dumb sh*t you should’ve known already!


The main goal of a marine is to help those in need. Your first priority will to head to logistics to get assignment. Depending on your skills, you can get a job that suits you. There are the four main standard marine jobs.
===Standard Marine===
You’re the not-so-intelligent grunt of the group, knowing a wide variety of run and gun tactics! Your job is simple, shoot and kill. You bring the trusty grenade launcher, some smoke grenades and the almighty flashbang to the playing field. Not to mention that stylish M41A rifle and those fascinatingly useful flamethrowers. Just follow orders from your Squad Leader and you’ll get the job done, and likely be awarded a medal.


===Combat Engineer===
For a less serious take on this page (and a how not to play guide), go [[User:Troika|here]].
You’re the super intelligent engineer of the group, knowing a wide range of construction and deconstruction methods as well as hacking techniques and schematics to assist your squad in whatever needs to be fixed! Be it a breach aboard either vessel, setting up the Singularity, or needing the Forward Operating Base to be put under your care, this is where you come in! You could also be a handyman, and repair robotic limbs! Probably shouldn’t honestly know how to set up a robot, though. That stuff is like bluespace science.




You are equipped with any tools necessary to get the job done. You get 50 sheets of metal and plasteel, a full belt of tools (You might need a multitool) and all the gear you can desire from a Robco tool maker.As a engineer you will also start with four sticks of C4 these are a priority after knowing that aliens are hostile due to the amount of access they give you in terms of different ways to enter a hive or a certain room.
'''See [[Template:Marines]] for instructions on how to add a new job.'''


===Combat Medic===
==Command==
You’re the ever so important lifeline of the group, capable of treating wounds on the field and seconding authorization to evacuate yourself from the Sulaco for their own specific brand of ‘treatment’. This likely involves heavy surgery or cloning. Your job is to heal any injuries sustained on the mission, or if it cannot be healed on person, take them back to the Sulaco. It’s highly suggested that you make complete use of your supplies, as you need to be ready for anything that comes around! '''This does not include raiding the Sulaco medical bay for items'''. Speaking of the Sulaco, it should probably be the best to /not/ know how to do Surgery or any advanced chemistry. I mean, you’re a field medic.
The '''Command''' Department is the "Brains" of the USS Almayer, leading and coordinating the squads and the other support staff of the ship to fight and win against the Aliens.  
{| class="wikitable sortable"
! scope="col" width=200|Job
! scope="col" class="unsortable" |Role
! scope="col" swidth=100|Difficulty
{{Marines
| name = [[File:Commander.png|64px|link=Commanding Officer]]<br>'''[[Commanding Officer]]'''
| description = The entire USS Almayer is under your control. Lead your company and complete the mission in a victory for the USCM! <br />'''Note:''' Currently the job is whitelisted, click [https://forum.cm-ss13.com/c/whitelist-applications/commanding-officer-applications/16 here] to go to the application form.
| difficulty = '''Very Hard'''}}
{{Marines
| name = [[File:XO.png|64px|link=Executive Officer]]<br>'''[[Executive Officer]]'''
| description = 2nd in Command of the Almayer. Execute the orders the Commanding Officer gives you. Fill in for the CO if needed. Manage the Staff Officers at your disposal.
| difficulty = '''Hard'''}}
{{Marines
| name = [[File:BridgeOfficer.png|64px|link=Staff Officer]]<br>'''[[Staff Officer]]'''
| description = Execute the Executive Officer's orders. Manage the Overwatch consoles to keep the squads in functioning condition.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:SEA.png|64px|link=Senior_Enlisted_Advisor]]<br>'''[[Senior Enlisted Advisor]]'''
| description = Advise and train inexperienced crew members and marines alike. Bark out orders to new privates to get geared.<br>'''Note:'''  Uniquely for Mentors & Staff: Apply [https://forum.cm-ss13.com/c/staff-applications/mentor-applications/12 Here]
| difficulty = '''Medium'''}}
|}


You are equipped with a hypospray, defibrillator, syringes, an advanced first aid kid, stasis bag, body bags, a ton of pills and medihud. This will prepare you for anything that can happen on the field.
==Auxiliary Support ==
===Squad Leader===
The Auxiliary support personnel are tasked with supporting the marines either by providing support through firepower or other means.
There he or she is! The man entrusted with leading his or her squad to utter doom or brilliant success! You will lead your squad into <strike>death</strike> victory! You are the only one keeping your <s>dumb sh*t's</s> squad together, so do it right. You’re entrusted with a Command headset capable of reaching the Command channel frequency and your own squad, which means you’re able to relay all that neat information you find aboard the Nostromo. You’re also gifted a motion sensor and personal AI device, so you can not-so-blindly lead them! While you are in control of ordering where your squad is to go, you always follow the orders of the Commander or Acting Commander. Never mutiny!
{| class="wikitable sortable"
! scope="col" width=200 |Job
! scope="col" class="unsortable" |Role
! scope="col" width=100 |Difficulty
{{Marines
| name = [[File:ASO.png|64px|link=Auxiliary Support Officer]]<br>'''[[Auxiliary Support Officer]]'''
| description = Coordinate the support and auxiliary departments of the operation.
| difficulty = '''Hard'''}}
{{Marines
| name = [[File:Pilot.png|64px|link=Pilot Officer]]<br>'''[[Pilot Officer]]'''<br>2 Pilot Officers maximum
| description = Transport troops via the dropship or provide close air support and medevac. Make sure no invaders get onto your assigned Dropship.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:DropshipCrewChief.png|64px|link=Dropship Crew Chief]]<br>'''[[Dropship Crew Chief]]'''<br>2 DCCs maximum
| description = Assist the pilot officer and maintain the ship's dropship as well as the dropship's wounded.
| difficulty = '''Easy'''}}
<!--| {{Marines -->
<!-- | name = [[File:Vehicle-Crewman.png|64px|link=Vehicle Crewman]]<br>'''[[Vehicle Crewman]]'''<br>2 Crewmen maximum
| description = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.<br>
| difficulty = '''Hard'''}} -->
{{Marines
| name = [[File:IntelOfficer.png|64px|link=Intelligence Officer]]<br>'''[[Intelligence Officer]]'''<br>3 IOs maximum
| description = Recover intelligence objects from groundside, process, and gain tech points to support the operation by OB warhead, dropship points or requisition supply.
| difficulty = '''Medium'''}}
|}


==Sulaco Jobs==
==Military Police==
There are some jobs that are not the normal 'go and fight' marine. It may be boring but it has to be done. These jobs are (usually) essential to the progress of the game.
The '''Military Police''' is one of the main supports of the command staff, they ensue that the [[Marine Law]] is followed on the ship, they do this by arresting and detaining rogue marines in the brig of the Almayer. The MPs also protect the command in the case of a mutiny.
===Commander===
{| class="wikitable sortable"
Commanders are usually assigned at the very beginning of the round by pre-joins and proper preferences being set up. This means, you’ll likely never get this role until you’re chosen for it out of the hat.
! scope="col" width=200|Job
! scope="col" class="unsortable"|Role
! scope="col" width=100|Difficulty
{{Marines
| name = [[File:WarrantOfficer.png|64px|link=Warrant Officer]]<br>'''[[Chief MP]]'''
| description = Command the Military Police. Uphold and Enforce Marine Law.
| difficulty = '''Very Hard'''}}
{{Marines
| name = [[File: Warden.png|64px|link=Warden]]<br>'''[[Warden]]'''
| description = Guard the brig and assist in processing unruly marines. Uphold and Enforce Marine Law.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File: MilitaryPolice.png|64px|link=Military Police]]<br>'''[[Military Police]]'''
| description = Uphold and Enforce Marine Law. Detain anyone not following Marine Law. Defend the ship from invaders. Keep the crew of the Almayer safe. Protect your doughnut stash.
| difficulty = '''Medium'''}}
<br>
|}


Well looks like your the leader of the marines, your main job will be to <s>look like a real commander</s> lead the marines to victory at all costs, you don't want to look bad, now do you?
==Marine==
The '''Ground Troops''' of the Colonial Marines are enlisted into the service. They form the main fighting body of the Almayer and are sent planetside to fight all kinds of dangers throughout the Neroid Sector. They are divided between four squads <span style="color:red">'''Alpha'''</span>, <span style="color:#DAA520">'''Bravo'''</span>, <span style="color:purple">'''Charlie'''</span>, or <span style="color:blue">'''Delta'''</span> each squad has a Squad Leader, they also have five support roles to help during the fight planetside: A Weapons Specialist with special equipment, a Smartgunner with IFF tracking, a Hospital Corpsman with the equipment and know-how to help injured Marines, the Combat Technician to build or demolish constructions and lastly the standards, the main fighting body against the aliens, noted for having low intelligence.
{| class="wikitable sortable"
! scope="col" width=200|Job
! scope="col" class="unsortable"|Role
! scope="col" width=100|Difficulty
{{Marines
| name = [[File:SL.png|64px|link=Squad Leader]]<br>'''[[Squad Leader]]''' [[File:Squad_leader_icon.png|link=]]<br>1 per squad
| description = Leader of one of the four marine squads. Give your squad and fireteams objectives and follow orders from Command. Keep your squad in one piece.
| difficulty = '''Hard'''}}
{{Marines
| name = [[File:IntelOfficer.png|64px|link=Fireteam Leader]]<br>'''[[Fireteam Leader]]''' [[File:RTO_Icon.png|link=]]<br>2 per squad
| description = Follow the squad leader's orders and command your fireteam. Co-ordinate with CAS and fire support elements.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:Gl_spec.png|64px|link=Weapons Specialist]]<br>'''[[Weapons Specialist]]''' [[File:Squad_specialist_icon.png|link=]]<br>1 per squad
| description = Has access to heavier more powerful weaponry and equipment to their disposal. Combat professional, lead the squad if needed.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:USCM_SG.png|64px|link=Smartgunner]]<br>'''[[Smartgunner]]''' [[File:Smartgunner_icon.png|link=]]<br>1 per squad
| description = Has the M56 Smartgun at their disposal. Support your Squad with heavy weaponry and give the enemy suppressing fire.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:USCM_Medic.png|64px|link=Hospital Corpsman]]<br>'''[[Hospital Corpsman]]''' [[File:Squad_medic_icon.png|link=]]<br>2 minimum & 4 maximum per squad
| description = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.
| difficulty = '''Hard'''}}
{{Marines
| name = [[File:USCM_Squad_Engie.png|64px|link=Combat Technician]]<br>'''[[Combat Technician]]''' [[File:Squad_engineer_icon.png|link=]]<br>2 minimum & 3 maximum per squad
| description = Build or remove fortifications. Establish and maintain FOB and Power. Gain access to blocked off areas.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:USCM_Standard_Marine.png|64px|link=Rifleman]]<br>'''[[Rifleman]]'''<br>Unlimited
| description = Follow orders from those above you. Do your job and shoot when you're needed to shoot. Don't die in the process.
| difficulty = '''Easy'''}}
|}
<br>


Make sure you brief your fellow marines at the start of the mission. How you do so is '''entirely up to you'''
==Engineering==
The '''Engineering''' Department is one of the most important roles to support the use of the Almayer, they are responsible for setting up the engine and repairing any damage on the Almayer.
{| class="wikitable sortable"
! scope="col" width=200|Job
! scope="col" class="unsortable"|Role
! scope="col" width=100|Difficulty
{{Marines
| name = [[File:CE.png|64px|link=Chief Engineer]]<br>'''[[Chief Engineer]]'''
| description = Oversee engineering and telecomms. Manage the MTs at your disposal. Keep the ship in functioning condition.
| difficulty = '''Hard'''}}
{{Marines
| name = [[File:OrdTech.png|64px|link=Ordnance_Technician]]<br>'''[[Ordnance Technician]]'''
| description = Develop experimental explosive ordnance for the marines to use. <!--Make sure the Almayer's Fusion reactor and atmospherics are set up and working correctly. --> Repair any damage done to the Almayer and its dropships. <!--Help the Vehicle Crewman to repair and retrofit the Tank. --> Maintain the Almayer's Orbital Cannon and provide heavy artillery support. Do janitorial duties.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:MaintTech.png|64px|link=Maintenance_Technician]]<br>'''[[Maintenance Technician]]'''
| description = Make sure the Almayer's Fusion reactor and atmospherics are set up and working correctly. Repair any damage done to the Almayer and its dropships. Maintain the Almayer's Orbital Cannon and provide heavy artillery support. Do janitorial duties.
| difficulty = '''Easy'''}}
|}
<br>


Commanders are the top dogs on the mission. You’re to follow all their orders and make sure that what he says is what happens. Playing as this role follows the same rule as most station-bound roles, which includes leaving the Sulaco to board the Nostromo. Don’t do it. Commanders should always remember that an act of mutiny is a legitimate RP scenario, but can be banned for if abused. This means, don’t make stupid decisions and don’t do stupid things. You’re a Commander, not a five year old with military command education.
==Medical / Research==
The '''Medical''' department is a very critical for the success of the marines, they heal injured marines when their local squad medic can't fix them and perform surgeries for particularly bad cases. The researcher is a special role with the job of developing special equipment for the marines.
{| class="wikitable sortable"
! scope="col" width=200|Job
! scope="col" class="unsortable"|Role
! scope="col" width=100|Difficulty
{{Marines
| name = [[File:CMO.png|64px|link=Chief Medical Officer]]<br>'''[[Chief Medical Officer]]'''
| description = Oversee Medbay, Research, and Chemistry. Manage your medical crew. Advise the Command staff on matters of health and wellness of the marine force.
| difficulty = '''Hard'''}}
{{Marines
| name = [[File:MD.png|64px|link=Doctor]]<br>'''[[Doctor]]'''
| description = Treat all patients that come into medbay. Transfer injured marines from the hanger to medbay. Perform surgery if needed.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:Nurse.png|64px|link=Nurse]]<br>'''[[Nurse]]'''
| description = Aid the doctors and medics in providing aid to the wounded. Produce chemicals
| difficulty = '''Easy'''}}
{{Marines
| name = [[File:Sci.png|64px|link=Researcher]]<br>'''[[Researcher]]'''
| description = Conduct research on what is sent to you. Create and analyze new chemicals, tools and objects.
| difficulty = '''Medium'''}}
|}
<br>


So now go, make the marines victorious my commander!
==Supply==
The '''Supply''' Department is a smaller support department, their main job is to make sure to send more equipment to the marines via supply drop or via dropship, they also distribute attachments on the Almayer.
{| class="wikitable sortable"
! scope="col" width=200|Job
! scope="col" class="unsortable"|Role
! scope="col" width=100|Difficulty
{{Marines
| name = [[File:RO.png|64px|link=Quartermaster]]<br>'''[[Quartermaster]]'''
| description = Oversee the cargo area of the ship. Supply the marines with attachments. Order in supplies on the cargo ship for the marines or Almayer staff.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:CargoTech.png|64px|link=Cargo Technician]]<br>'''[[Cargo Technician]]'''
| description = Assist the quartermaster. Move supplies if needs be.
| difficulty = '''Easy'''}}
{{Marines
| name = [[File:MessSergeant(True).png|64px|link=Mess_Technician]]<br>'''[[Mess Technician]]'''
| description = Prepare food for the marines and shipside crewmembers.
| difficulty = '''Easy'''}}
|}
<br>


=== Military Police ===
==Synthetic==
So you somehow found your way into the Military Police Eh? Not to worry this isn't shitcurity as some may think.Your job is to keep the peace at all costs. This doesn't mean going around stunning all the marines because you saw them hold a gun,this means you respect the Law! The same as marines do, but if you need to take action as in arrest someone try to do it subtly.This may be a hard task due to marines being armed with guns but don't worry my friend your riot suit soaks up bullets like a sponge but this doesn't mean you wear it at all times though.
The '''Synthetic''' role is unique as the player takes control over a non-human robotic synthetic. Stronger, faster and more powerful than the average human, synthetics, however, are held back by restricting laws and rules that govern their actions. Currently Synthetic and Working Joe are whitelisted, click [https://forum.cm-ss13.com/c/whitelist-applications/synthetic-applications/14 here] to go to the application form. Working Joe can also be earned by becoming staff, which can done [https://forum.cm-ss13.com/c/staff-applications/moderator-applications/11 here].


{| class="wikitable sortable"
! scope="col" width=200|Job
! scope="col" class="unsortable" |Role
! scope="col" width=100|Difficulty
{{Marines
| name = [[File:Synth.png|64px|link=Synthetic]]<br>'''[[Synthetic]]'''
| description =  Assist the crew of the USS Almayer in any and all applicable tasks. Additionally, they can spawn as synthetic survivors.
| difficulty = '''Very Hard'''}}
{{Marines
| name = [[File:WorkingJoe.png|64px|link=Working Joe]]<br>'''[[Working Joe]]'''
| description =  Assist in maintaining the cleanliness of the ship and putting things in their proper place.
| difficulty = '''Medium'''}}
|}
<br>


Military Police are usually assigned at the very beginning of the round by pre-joins and proper preferences being set up. This means, you’ll likely never get this role until you’re chosen for it out of the hat.
==Non-USCM Jobs==
These roles are not members of the United States Colonial Marines. The Liaison and the Correspondent are the only ones that take part of the Almayer while the Survivor is a colony job and the mercenaries are an Emergency Response Team.


{| class="wikitable sortable"
! scope="col" width=200|Job
! scope="col" class="unsortable"|Role
! scope="col" width=100|Difficulty
{{Marines
| name = [[File:CorpLiason.png|64px|link=Corporate Liaison]]<br>'''[[Corporate Liaison]]'''
| description = Be the direct line of communication between the Almayer and Weyland-Yutani by sending faxes. Make sure the interests of the Weyland-Yutani are retained.
| difficulty = '''Medium'''}}
{{Marines
| name = [[File:Combat_Correspondent.png|64px|link=Combat Correspondent]]<br>'''[[Combat Correspondent]]'''
| description = Report on the various on goings of the operation to the public
| difficulty = '''Easy'''}}
{{Marines
| name = [[File:Survivor.png|64px|link=Survivor]]<br>'''[[Survivor]]'''
| description = Survive the infestation at the colony.
| difficulty = '''Very Hard'''}}
{{Marines
| name = [[File:PMC-Standard.png|64px|link=Responders]]<br>'''[[Responders]]'''
| description = Answer the distress call and help the marines... or make their lives worse.
| difficulty = '''Hard'''}}
{{Marines
|  name = [[File:Cultist.png|64px|link=Alien Cultists]]<br>'''[[Alien Cultists]]'''
| description = Infect marines, serve the hive, praise the Queen!
| difficulty = '''Medium'''}}
|}


Military Police have the distinct duty of defending the Sulaco and keeping order amongst the Marines. They hold higher power over the squads and squad leaders but aren’t equal to LOs and Commanders. You’re equipped with a stun baton, riot shield, and riot shotgun(equipped with beanbag rounds, nonlethal) and some handcuffs for detainment. It’s usually advised to not decide to carry your own lethal weapon without confirmation of xenomorphs aboard the Nostromo. Note that brig times are gauged with a law book, and disregarding it can result in a job ban.
==Playtime Medals==


===Logistics Officer===
As you play more of a specific role you will gain medals that you can simply put on your armor or flex about the twenty space vietnams you have been through. The amount of time needed per medal is as follows:
If you have recently moved from another server think of the Lo (Logistics Officer) as a HoP but with the added duties of commanding squads as well, or shoving ammo off to help marines complete their mission.Another added role will be, if the Commander is SSD or hasn't spawned or been chosen yet you will need to conduct a briefing.You can start this briefing off with something along the lines " A few days ago we received a distress call from a nearby research station called The Nostromos, we have no idea what caused the distress call but we have been hired/sent in to find out what happened on board. (Normally at this point in the briefing certain squads would be designated certain areas to go to, so keep that in mind as well) Remember marines keep me updated, Now Good luck!" Normally people will come up with a better briefing then that but I will use it as a basic example.


*Bronze: 10 hours
*Silver: 25 hours
*Gold:  70 hours
*Platinum: 175 hours


Logistics Officers are usually assigned at the very beginning of the round by pre-joins and proper preferences being set up. This means, you’ll likely never get this role until you’re chosen for it out of the hat.When you are chosen to be a Logistics Officer remember to take off your headset and enable all the squad channels so you can keep up to date on the <s> marine gossip</s> location of the squads and the progress they are making.
== Playtime Ranks ==
Similar to Medals as you play more of a specific role you will gain a new rank of a grade one higher than the previous or base rank. If different ranks exist for the specific role, additionally not all roles have two rank ups. The amount of time needed for ranks is as follows:


 
* 1st Rank up: 10 hours
Logistics Officers, in short, are the ones who sit behind a desk all day (willingly) and assign roles to marines <s>which will lead them to their death</s> to either Sulaco jobs or marine specific roles. As well, your job is to coordinate the squads from the Sulaco. Rambo’ing down into the Nostromo is highly disadvised, since it not only makes you look like a halfwit, but may or may not earn a job-ban. Also, try not to take the Commander’s outfit! That's like, breaking so much RP (as well as that, you are not the Commander unless you have been promoted by centcomm or the other Logistics Officers and MPs elect you as the new Commander).
* 2nd Rank up: 70 hours.
 
{{Links_page}}
===Sulaco Janitor===
You either <s>fucked up immensely</s> made the wrong kid mad or really wanted the job, but here it is: Janitor. Your job is to remain on the Sulaco and keep the vessel in top operating form. You’re heavily advised against taking weapons, since your job has absolutely NO need for them. Just mop up messes and be docile with the occasional cool kid streak, like a true custodian. Make sure no spot of the sulaco is dirty, or you will be fired. You will be fired out of a cannon into the depths of space. So clean well my janitor.
 
===Researcher===
The hippie lackey of the group. Your job is to study anything xenobiological, be it a spellblade or a carp that grew facial hair. Something unusual, basically. Be sure to maintain a high level of roleplay, as this role basically demands it. Roleplay doesn’t include:
* “Yeah, well it makes you a host for xenomorphs.”
 
* “Yeah, I’ve seen this before.”
 
* “They’re hostile. Kill them all. Don’t worry, I can tell.”
 
* “Just jam it in the cage and forget it exists.”
 
* “Guys, I can translate. Get me a recorder. I can tell it’ll work.” (Deduce it, please? Like, for fifteen minutes?)
 
* “I’ll go ahead and take these restraints and stun prodder and go fuck up an alien on the Nostromo that I’m not even sure exists!”
All variations of this are also pretty horribad, so don’t do it, mkay?
 
Most likely you wont be doing much, because as we all know, marines are trigger happy. If you do get a specimen pray to the lord almighty and thank him. Now go study that little alien, find out everything you can then inform the commander on what can help him and the marines. Please for the love of space jebus, don't meta this job.
 
You can also make grenades if you know your chemistry. '''Making extra frag grenades for the marines will surely get you many compliments.'''
 
===Sulaco Medic===
The Sulaco Medic is given a number of trusty tools to assist him or her in their duty, which is, being a medic! On the Sulaco! Yeah! These tools include:
* Two Cryo Cells
* A Chemistry department
* Two operating theatres
* One sleeper
* One body scanner
* A cloning station
* Genetics
* Two defibrillators
* A ton of medical kits!
* Psychiatric evaluation room (quite useless)
And probably a ton more unlisted, which you’ll be able to find for yourself(Psst, a 16-person-morgue!)! With these, your job(and likely with assistance of another) is to keep everyone shipped back home to be successfully treated and dealt with in a professional manner. Remember, no space drugs! That stuff is nasty bad. (Hey, some tips! If you’re dealing with unruly prisoners, 10 units of Chloral Hydrate and 5 units of Sopoforic(Sleep Toxin) can deal with that bugger pretty easily!)

Latest revision as of 00:14, 24 October 2024

"These Colonial Marines are some tough hombres, and they're packing state-of-the-art firepower. Nothing they can't handle... Right, Lieutenant?" - Burke to Lieutenant Gorman. Aliens


You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its dreary grey walls, the USS Almayer. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the preparation rooms to gear up and head to briefing, you ponder what kind of grunt work they’re shoving you into you to this time…


So you’ve signed up for the United States Colonial Marines, eh? Well, lucky for you, we’re able to give you just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy-dandy guide below, and you’ll be able to know all the dumb sh*t you should’ve known already!


For a less serious take on this page (and a how not to play guide), go here.


See Template:Marines for instructions on how to add a new job.

Command

The Command Department is the "Brains" of the USS Almayer, leading and coordinating the squads and the other support staff of the ship to fight and win against the Aliens.

Job Role Difficulty
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Commanding Officer
The entire USS Almayer is under your control. Lead your company and complete the mission in a victory for the USCM!
Note: Currently the job is whitelisted, click here to go to the application form.
Very Hard
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Executive Officer
2nd in Command of the Almayer. Execute the orders the Commanding Officer gives you. Fill in for the CO if needed. Manage the Staff Officers at your disposal. Hard
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Staff Officer
Execute the Executive Officer's orders. Manage the Overwatch consoles to keep the squads in functioning condition. Medium
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Senior Enlisted Advisor
Advise and train inexperienced crew members and marines alike. Bark out orders to new privates to get geared.
Note: Uniquely for Mentors & Staff: Apply Here
Medium

Auxiliary Support

The Auxiliary support personnel are tasked with supporting the marines either by providing support through firepower or other means.

Job Role Difficulty
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Auxiliary Support Officer
Coordinate the support and auxiliary departments of the operation. Hard
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Pilot Officer
2 Pilot Officers maximum
Transport troops via the dropship or provide close air support and medevac. Make sure no invaders get onto your assigned Dropship. Medium
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Dropship Crew Chief
2 DCCs maximum
Assist the pilot officer and maintain the ship's dropship as well as the dropship's wounded. Easy
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Intelligence Officer
3 IOs maximum
Recover intelligence objects from groundside, process, and gain tech points to support the operation by OB warhead, dropship points or requisition supply. Medium

Military Police

The Military Police is one of the main supports of the command staff, they ensue that the Marine Law is followed on the ship, they do this by arresting and detaining rogue marines in the brig of the Almayer. The MPs also protect the command in the case of a mutiny.


Job Role Difficulty
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Chief MP
Command the Military Police. Uphold and Enforce Marine Law. Very Hard
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Warden
Guard the brig and assist in processing unruly marines. Uphold and Enforce Marine Law. Medium
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Military Police
Uphold and Enforce Marine Law. Detain anyone not following Marine Law. Defend the ship from invaders. Keep the crew of the Almayer safe. Protect your doughnut stash. Medium

Marine

The Ground Troops of the Colonial Marines are enlisted into the service. They form the main fighting body of the Almayer and are sent planetside to fight all kinds of dangers throughout the Neroid Sector. They are divided between four squads Alpha, Bravo, Charlie, or Delta each squad has a Squad Leader, they also have five support roles to help during the fight planetside: A Weapons Specialist with special equipment, a Smartgunner with IFF tracking, a Hospital Corpsman with the equipment and know-how to help injured Marines, the Combat Technician to build or demolish constructions and lastly the standards, the main fighting body against the aliens, noted for having low intelligence.

Job Role Difficulty
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Squad Leader Squad leader icon.png
1 per squad
Leader of one of the four marine squads. Give your squad and fireteams objectives and follow orders from Command. Keep your squad in one piece. Hard
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Fireteam Leader RTO Icon.png
2 per squad
Follow the squad leader's orders and command your fireteam. Co-ordinate with CAS and fire support elements. Medium
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Weapons Specialist Squad specialist icon.png
1 per squad
Has access to heavier more powerful weaponry and equipment to their disposal. Combat professional, lead the squad if needed. Medium
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Smartgunner Smartgunner icon.png
1 per squad
Has the M56 Smartgun at their disposal. Support your Squad with heavy weaponry and give the enemy suppressing fire. Medium
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Hospital Corpsman Squad medic icon.png
2 minimum & 4 maximum per squad
Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment. Hard
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Combat Technician Squad engineer icon.png
2 minimum & 3 maximum per squad
Build or remove fortifications. Establish and maintain FOB and Power. Gain access to blocked off areas. Medium
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Rifleman
Unlimited
Follow orders from those above you. Do your job and shoot when you're needed to shoot. Don't die in the process. Easy


Engineering

The Engineering Department is one of the most important roles to support the use of the Almayer, they are responsible for setting up the engine and repairing any damage on the Almayer.

Job Role Difficulty
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Chief Engineer
Oversee engineering and telecomms. Manage the MTs at your disposal. Keep the ship in functioning condition. Hard
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Ordnance Technician
Develop experimental explosive ordnance for the marines to use. Repair any damage done to the Almayer and its dropships. Maintain the Almayer's Orbital Cannon and provide heavy artillery support. Do janitorial duties. Medium
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Maintenance Technician
Make sure the Almayer's Fusion reactor and atmospherics are set up and working correctly. Repair any damage done to the Almayer and its dropships. Maintain the Almayer's Orbital Cannon and provide heavy artillery support. Do janitorial duties. Easy


Medical / Research

The Medical department is a very critical for the success of the marines, they heal injured marines when their local squad medic can't fix them and perform surgeries for particularly bad cases. The researcher is a special role with the job of developing special equipment for the marines.

Job Role Difficulty
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Chief Medical Officer
Oversee Medbay, Research, and Chemistry. Manage your medical crew. Advise the Command staff on matters of health and wellness of the marine force. Hard
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Doctor
Treat all patients that come into medbay. Transfer injured marines from the hanger to medbay. Perform surgery if needed. Medium
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Nurse
Aid the doctors and medics in providing aid to the wounded. Produce chemicals Easy
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Researcher
Conduct research on what is sent to you. Create and analyze new chemicals, tools and objects. Medium


Supply

The Supply Department is a smaller support department, their main job is to make sure to send more equipment to the marines via supply drop or via dropship, they also distribute attachments on the Almayer.

Job Role Difficulty
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Quartermaster
Oversee the cargo area of the ship. Supply the marines with attachments. Order in supplies on the cargo ship for the marines or Almayer staff. Medium
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Cargo Technician
Assist the quartermaster. Move supplies if needs be. Easy
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Mess Technician
Prepare food for the marines and shipside crewmembers. Easy


Synthetic

The Synthetic role is unique as the player takes control over a non-human robotic synthetic. Stronger, faster and more powerful than the average human, synthetics, however, are held back by restricting laws and rules that govern their actions. Currently Synthetic and Working Joe are whitelisted, click here to go to the application form. Working Joe can also be earned by becoming staff, which can done here.

Job Role Difficulty
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Synthetic
Assist the crew of the USS Almayer in any and all applicable tasks. Additionally, they can spawn as synthetic survivors. Very Hard
WorkingJoe.png
Working Joe
Assist in maintaining the cleanliness of the ship and putting things in their proper place. Medium


Non-USCM Jobs

These roles are not members of the United States Colonial Marines. The Liaison and the Correspondent are the only ones that take part of the Almayer while the Survivor is a colony job and the mercenaries are an Emergency Response Team.

Job Role Difficulty
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Corporate Liaison
Be the direct line of communication between the Almayer and Weyland-Yutani by sending faxes. Make sure the interests of the Weyland-Yutani are retained. Medium
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Combat Correspondent
Report on the various on goings of the operation to the public Easy
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Survivor
Survive the infestation at the colony. Very Hard
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Responders
Answer the distress call and help the marines... or make their lives worse. Hard
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Alien Cultists
Infect marines, serve the hive, praise the Queen! Medium

Playtime Medals

As you play more of a specific role you will gain medals that you can simply put on your armor or flex about the twenty space vietnams you have been through. The amount of time needed per medal is as follows:

  • Bronze: 10 hours
  • Silver: 25 hours
  • Gold: 70 hours
  • Platinum: 175 hours

Playtime Ranks

Similar to Medals as you play more of a specific role you will gain a new rank of a grade one higher than the previous or base rank. If different ranks exist for the specific role, additionally not all roles have two rank ups. The amount of time needed for ranks is as follows:

  • 1st Rank up: 10 hours
  • 2nd Rank up: 70 hours.

Links

Major Factions
Minor Factions
Ships
Maps
Species
Stories