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Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.
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<small>Credits to: Vispain (Cassius 'Santa' Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) </small><br />
<small>Edited by Moderator Hunk1 (Jason 'Goliath' Williams) in order to add official ruling approved by Commanding Officer's Council.</small>


=The Tech Tree=
=The Tech Tree=
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To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].

Latest revision as of 18:42, 2 November 2024

COMMAND
Commander.png
Commanding Officer
Difficulty: Very Hard
Supervisors: Marine Law, USCM High Command
Rank: Major / Lieutenant Colonel (CO Council) / Colonel (CO Senator)
Duties: Lead your company and complete the mission.
Guides: Marine Law ; Commanding Officer Code of Conduct
Unlock Requirements: Commanding Officer Whitelist.
Detailed Description:
|__________|
You are the Commanding Officer of the USS Almayer and the Commanding Officer of the operation. Your goal is to lead the Marines on their mission as well as protect and command the ship and her crew. Your job involves heavy roleplay and requires you to behave like a high-ranking officer and to stay in character at all times. As the Commanding Officer your only superior is High Command itself. You must abide by the Commanding Officer's Code of Conduct. Failure to do so may result in punitive action against you..
Godspeed, Major !
|__________|


"How many drops is this for you, Lieutenant?"

"Thirty-eight. Simulated."

"How many combat drops?"

"Uh, two... Including this one."

― Ripley, Lt. Gorman and Pvt. Vasquez, Aliens

Your History

During a typical round, the USS Almayer has been tasked with investigating an automated distress beacon from a colony in the Neroid Sector. Your mission is to command the Marines during a Search and Rescue operation, as well as eradicate any hostiles on the colony.


During the events of a typical round of Colonial Marines, you are a recently-assigned Commanding Officer of the USS Almayer as of August 25, 2182, for less than an year.


Whether you were the previous Executive Officer of the USS Almayer, a disgraced officer assigned to a backwater transport, or the most recent unfortunate 'shoe-in for what some might' consider a cursed position; for whatever reason you are now in charge of the lives of everyone onboard.


Good luck.

Your Personnel

As Commanding Officer, your most significant tools are not weapons, but the leadership and all military structure under your command:

  • The Command staff: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won't have to concentrate on four squads at the same time
  • The Military Police: A handful of Military Police and their leader, the Chief MP that answer directly to you. They are assigned the duty to perform arrests on those that break Marine Law and to protect you and your crew from any hostile threats.
  • Medical staff: Surgeons, researchers and nurses, their tasks include providing extensive medical assistance aboard the Almayer or in the FOB, creating custom medicine for deploying corpsmen on request, and researching and developing potentially very powerful new medicine, stimulants or lethal chemicals. They are led by a Chief Medical Officer and composed of Doctors.
  • Engineering: The shipside engineers' primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It's important to note that you can authorize the Ordnance Technician and Maintenance Technicians to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary,
  • Supply: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the Requisitions Officer to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.
  • Synthetic: A stronger version of a human, made from silicone and science, they're programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders are sensible and do not contradict Marine Law, they will be followed through with efficiency


You also have the incredibly useful communications console, with the various abilities of:

  • Making a general announcement: a general announcement will be heard by all marines that are awake. It's highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained or if an area is being flanked or surrounded.
  • Sending a message to USCM High Command: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important. This system is used only for emergencies, for less pressing matters, you have a fax machine within your private office.
  • Send a distress signal: Sending a signal will spawn a crew of Responders, this can only be activated during a Delta Alert Scenario such as a hostile boarding.
  • Setting Primary Landing Zone: Allows you to select a primary landing zone, if one isn't chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be hijacked.
  • Initiate the Almayer's escape pods: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise, the pod's thrusters will blow up due to overload capacity.
  • Award Medal: Commanding Officers can award medals for various marines for their heroic acts. See below for more information.

Your Equipment

As the Commanding Officer, you have access to a few unique items to set you apart from the rank and file.

You spawn with either a special issue Mateba, an extremely powerful auto-revolver, or a Desert Eagle, both powerful enough to knock a Human off their feet. The Commanding Officer also has access to two special prototype weapons the M46C Pulse Rifle and the M56C Cavalier Smartgun both of which can be found in the Commanding Officers Vendor. Additionally, you have your Command Tablet which is a portable communication console on the go. It can be found in a wall locker north of the CIC bubble. Finally, you spawn with a pair of laser designators.


Equipment: Description:
CMateba.png

Mateba Autorevolver Custom

This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special execution attack that can be achieved by firing point blank into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 3

Scatter Wielded: 5

Scatter Unwielded: 5

Burst Scatter Multiplier: 5

Burst Amount: 2

Effective Range: N/A

Firerate: 85 RPM

Burst Firerate: 82 RPM

Accuracy Wielded: 6.9

Accuracy Unwielded: 4.5

Ammunition:
Mateba Speedloader.png

Mateba Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 20

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.

Holds six (6) rounds.

MatebaAP.png

Mateba High Impact Armor-Piercing Speed Loader

Capacity: 6

Damage: 67

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This armor-piercing variant is optimized against armored targets at the cost of lower overall damage. Don't point at anything you don't want to destroy.

Will knock down any target hit.

Holds six (6) rounds.

MatebaHI.png

Mateba High Impact Speed loader

Capacity: 6

Damage: 90

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive.

Will knock down anyone it hits.

Holds six (6) rounds.

Mateba Explosive Speedloader.png

Mateba Explosive Speed loader

Capacity: 6

Damage: 150

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution.

Holds six (6) rounds.

Attachments:
Barrel Attachments Mateba standard barrel.pngMateba Standard Barrel (Default)

Mateba short barrel.pngMateba Short Barrel

Mateba marksman barrel.pngMateba Marksman Barrel

Muzzle Attachments Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 90 90 90 90 90 81 74 67 61 55 43
High Impact Armor Piercing 67 67 67 67 67 67 67 67 67 67 67
Impact 90 90 81 74 67 61 55 43 37 31 26
Explosive 150 150 150 150 150 150 150 150 150 150 150

Additionally, the Mateba has THREE distinct barrel options, affecting these stats. They are listed in the Attachments section.

Desert Eagle.png

Vintage Desert Eagle

A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it's hella classy.


Stats:

Recoil Wielded: 3

Recoil Unwielded: 4

Scatter Wielded: 5

Scatter Unwielded: 8

Burst Scatter Multiplier: 7

Burst Amount: 2

Effective Range: 4 Tiles

Firerate: 100 RPM

Burst Firerate: 92

Accuracy Wielded: 7.2

Accuracy Unwielded: 3.9

Ammunition:
Desert-Eagle-Magazine.png

Desert Eagle Magazine

Capacity: 7

Damage: 98

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Holds seven (7) .50AE heavy pistol rounds. Will stun targets within two tiles, and throw them backwards.


Cannot be obtained from the Commanding Officers vendor, however these magazines can be found on the planet.

Desert-Eagle-Impact-Magazine.png

High Impact Desert Eagle Magazine

Capacity: 7

Damage: 84

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Seven rounds of devastatingly powerful 50-caliber destruction. The bullets are tipped with a synthesized osmium and lead alloy to stagger absolutely anything they hit. Point away from anything you value.


Holds seven (7) .50AE high impact pistol rounds. Will stun targets out to four tiles, and throw them backwards. Against humans, it will stun them regardless of range.

DeagleAP.png

High Impact Armor-Piercing Desert Eagle Magazine

Capacity: 7

Damage: 63

Max Range: 22

Fall off: 1

Penetration: 50

Punch: 0.5

Seven rounds of devastatingly powerful 50-caliber destruction. Packs a devastating punch. The bullets are tipped with an osmium-tungsten carbide alloy to not only stagger but shred through any target's armor. Issued in few numbers due to the massive production cost and worries about hull breaches. Point away from anything you value.


Holds seven (7) .50AE high impact armor-piercing pistol rounds. Will stun targets out to four tiles, and throw them backwards. Against humans, it will stun them regardless of range.

Attachments:
Muzzle Attachments Barrel charger.pngBarrel Charger

Extended barrel.pngExtended Barrel

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments Laser sight.pngLaser Sight
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 98 98 98 98 98 98 98 98 98 98 98
Heavy 84 84 76 69 63 57 52 39 34 29 24
Armor-Piercing 63 63 63 63 63 63 63 63 63 63 63
CO SG.png
M56C 'Cavalier' Smartgun
The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun's performance is identical to the standard-issue M56B


Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: None

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Forces it to use High Precision rounds. Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low


Smartgun Modes: Description:
Accuracy Improvement Modifies the smartgun to fire more accurately at targets.

Power usage: Low

Ammo Type Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.

Power usage: None

Auto Fire Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.

Power usage: High

Lethal Mode Toggles the ability for the smartgun's bullets to hit friendlies or not.

Forces it to use High Precision rounds. Power usage: None

Motion Detector Toggles the inbuilt motion detector that scans the area for hostiles.

Power usage: Low

Recoil Compensation Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.

Power usage: Low

Stats:

Recoil Wielded: 1

Recoil Unwielded: N/A

Scatter Minimum": 3

"Scatter Maximum": 8

Firerate: 400 RPM

Accuracy Multiplier Wielded: 1.05

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5


The smartgun has ramping scatter, and will reach its maximum scatter after 80 rounds are fired.

Ammunition:
SGPowerCell.png

DV9 Battery

Capacity: 10000

Contains ten thousand (10000) units of power. It's required for the use of the smartgun's abilities as well as firing the smartgun itself.
Smartgun Drum.png

Smartgun Drum

Capacity: 500

Damage: 30 or 20

Max Range: 12

Fall off: 0.8

Penetration: 0 or 40

Punch: 0.5 or 1

Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
Attachments:
Muzzle Attachments None
Rail Attachments Magnetic harness.pngMagnetic Harness (Default - Cannot be removed)

Mountedflash.pngRail Flashlight

Underbarrel Attachments None
Stock Attachments None
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 30 27 24 18 15 12 9 6 3 1 0
Armor Piercing 20 20 20 20 20 20 20 20 20 18 14
M46C.png
M46C Pulse Rifle
A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon's single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the Toggle Lethal mode, or with the IFF action button at the top. It is compatible to both M41A MK1 and M41A MK2 magazines.


Abilities:
Toggle IFF.gif
Toggle IFF
Toggles the ability for the M46C to fire through friendly targets. With IFF enabled, the M46C loses its standard burst capability and fires slightly slower. With IFF disabled, the M46C has a 5 round burst and fires slightly faster than a standard pulse rifle.
Toggle ID Lock.gif
Toggle ID Lock
Toggles the ability for the M46C to be fired by others. The ID lock will find a new owner in the event that the current user is gibbed or their body is otherwise destroyed.
Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 6

Scatter Wielded: 1

Scatter Unwielded: 14

Burst Scatter Multiplier: 3

Burst Amount: 5

Firerate: 200 RPM with IFF off, 150 RPM with IFF on.

Burst Firerate: 320 RPM with IFF off, N/A with IFF on.

Accuracy Wielded: 19.2

Accuracy Unwielded: 9.6

Base Accuracy: 16

Ammunition:
M41AMK1mag.png

M41A MK1 Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armour piercing calibre as the new versions.
M41AMK1-Incendiary-mag.png

M41A MK1 Incendiary Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary calibre as the new versions. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41AMK1-Wall-Piercing-mag.png

M41A MK1 Wall Piercing Magazine

Capacity: 95

Damage: 40.25

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not currently obtainable.

M41AMK1-Toxin-mag.png

M41A MK1 Toxin Magazine

Capacity: 95

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.

Applies 10 toxin per hit.

Not currently obtainable.

M41Amag.png

M41A Magazine

Capacity: 40

Damage: 46

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm rifle rounds.
M41A-extended-mag.png

M41A Extended Magazine

Capacity: 60

Damage: 46

Max Range: 22

Fall off: 5

Penetration: 5

Punch: 0.5

Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
M41A-AP-mag.png

M41A Armor Piercing Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-Incen-mag.png

M41A Incendiary Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 1

Penetration: 5

Punch: 0.5

Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M41A-wall-piercing-mag.png

M41A Wall Piercing Magazine

Capacity: 40

Damage: 40.25

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not currently obtainable.

M41A-toxin-mag.png

M41A Toxin Magazine

Capacity: 40

Damage: 34.5

Max Range: 22

Fall off: 5

Penetration: 40

Punch: 0.5

Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Knife.pngBayonet


Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments


Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Magnetic harness.pngMagnetic Harness (Integrated into weapon)

Mini Scope.pngS4 2x Telescopic Mini-Scope

Underbarrel Attachments Forwardgrip.pngVertical Grip

Angled Grip.pngAngled Grip

Flash Grip.pngFlashlight Grip

Laser sight.pngLaser Sight

Bipod.pngBipod

Undernade.pngUnderslung Grenade Launcher

Underbarrel Extinguisher.pngUnderbarrel Extinguisher

Stock Attachments M41astock.pngM41A Skeleton Stock (Default - Cannot be removed)
Damage versus Armor:
Armor Value 0 5 10 15 20 25 30 35 40 45 50
Regular 46 46 41 38 34 26 22 18 14 11 8
Armor Piercing 34 34 34 34 34 34 34 34 34 31 28
Incendiary 34 34 31 28 22 18 15 11 8 6 2
Toxin 34 34 34 34 34 34 34 34 34 31 28
Cluster 40 40 40 40 40 40 40 40 40 40 40
Wall Piercing 40 40 40 40 40 40 40 40 40 40 40


Cotablet.pngThe Command TabletCotablet.png

The command tablet currently has five available functions to its user. These five functions are the following:

  1. Make an Announcement - Allows the commander to issue announcements away from CIC.
  2. Award a medal - Allows the commander to issue medals away from CIC.
  3. Tactical Map - Allows the commander to see a tactical map of the current operation.
  4. Initiate Emergency Evacuation - Triggers the emergency evacuation, only available on red alert
  5. Send a Distress Beacon - Sends an SOS signal from the Almayer that can be received by Responders, only available on red alert

Provisions

As the Commanding Officer of the USS Almayer, you have special provisions the typical Commissioned Officer or Enlisted Personnel do not possess, these include:

  1. Battlefield Execute personnel under your command if they have committed crimes that threaten other Marine Personnel, the ship or the operation.
  2. Pardon personnel who have committed Major or Minor crimes from the brig.
  3. Demote personnel who have committed Major crimes to a junior position in their department
  4. Deputise Command Staff or the synthetic to perform arrests if Military Police are not avaliable.

More Information can be found on CO Provisions


Expectations

All Commanding Officers of the USCM are expected to abide by the Code Of Conduct and Marine Law failure to meet these expectations can result in being detained by the Almayers Military Police or a possible demotion


Mutinies

Mutinies can happen for many reasons, but it's mostly due to the marines not liking something you did. this could be for a multitude of reasons. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down or fighting them off.

Taking on the mutiny head-on can be scary at first but remember that you've got an always loyal crew of MPs and possibly CIC staff, and an easily defendable location. You'll be able to funnel them in and hopefully taser them down, arresting them in progress. If it comes to guns, you'll be ready to fight them off if the mutiny is relatively small.

Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they'll treat you right.


Abilities: Orders

Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the character's leadership skill is, an example being that the Commanding Officer's order will last longer than a Squad leader's order. The leadership skill also determines the intensification of the ability, the higher it is, the more intense the effects of the order are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.

Orders: Description:
Issue Orders-Move.png
Move!
Increased mobility and chance to dodge projectiles.
Issue Orders-Hold.png
Hold!
Increased resistance to pain and combat wounds.
Issue Orders-Focus.png
Focus!
Increased gun accuracy and effective range.



Medals

To show that a member of the Almayer's crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving Marine.

Medal System

Medal Name Medal Sprite When is it Awarded Example
Medal Of Valor Medal of valor.PNG A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force.

Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion "Falling Falcons", 4th Brigade, 4th United States Colonial Marine Division.

Medal of Distinguished Conduct Medal of distinguished Conduct.PNG A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. For distinguished, gallant and good conduct in the field.

Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.

Medal of Exceptional Heroism Medal of exceptional heroism.PNG An extremely rare golden medal awarded only by the USCM. To receive such a medal is the highest honor and as such, very few exist. For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.

Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.

Bronze Heart Medal Bronze heart medal.PNG A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty.

Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.

The Tech Tree

You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.

Tech: Description: Cost:
Tech tier1.png

Tech Tier 1

Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget. Free (one time purchase)
Tech tier1 dropship.png

Dropship Budget Increase

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

Requisitions Budget Increase

This tier 1 tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see supply crates buy list in the requisitions page. 15 (+1 every purchase)
Tech tier2.png

Tech Tier 2

Enables the second tier of the tech tree. The only tier 2 techs are for resupplying any and all OB warheads. 5 (one time purchase)
Tech tier2 warhead inc.png

Additional OB Projectiles - Incendiary

This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead. 10 (+2 every purchase)
Tech tier2 warhead cluster.png

Additional OB Projectiles - Cluster

This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead. 10 (+2 every purchase)
Tech tier2 warhead he.png

Additional OB Projectiles - HE

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

Tech Tier 3

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

Wake up Additional Troops

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

Your Skillset

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



To find out about how the skill system works head over to the skills system page.

The Third Fleet

The Third Fleet

Sources and Reading