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Corporate Bodyguard: Difference between revisions

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|imagebgcolor = white
|imagebgcolor = white
|img = CorpLiason.png
|img = CorpLiason.png
|jobtitle = Corporate Security
|jobtitle = Corporate Bodyguard
|difficulty = Medium
|difficulty = Medium
|rank = Officer
|rank = Personal Protection Officer [Under 25 hours] / Personal Protection Specialist [25 hours] /
Personal Protection Coordinator [70 hours]
|superior = Weyland Yutani Corporate Liaison
|superior = Weyland Yutani Corporate Liaison
|unlock = 30 hours as any corporate role.
|unlock = 30 hours as any corporate role.
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= Roles =
= Roles =
As the '''Corporate Security''', it is your job '''to protect Weyland Yutani's interests in the mission that has been given to the United States Colonial Marine Corp'''. You have '''ZERO''' authority over the Marine Corp. You are responsible for protecting the onboard Liaison and their office, not for getting into fights.
As the '''Corporate Security''', it is your job '''to protect Weyland-Yutani's interests in the mission that has been given to the United States Colonial Marine Corp'''. You have '''ZERO''' authority over the Marine Corp. You are responsible for protecting the onboard Liaison and their office, not for getting into fights.


Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. Roleplaying a lot leads to more FUN. If you're not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, '''undertaking antagonistic objectives without being explicitly told to by Weyland Yutani will get you banned or job banned'''. This is known as "self antagging", and it's a big no-no. Remember that your goal shouldn't be to hinder the marines unless the company says otherwise, because they are serving your interests.
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. Roleplaying a lot leads to more FUN. If you're not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, '''undertaking antagonistic objectives without being explicitly told to by Weyland-Yutani will get you banned or job banned'''. This is known as "self antagging", and it's a big no-no. Remember that your goal shouldn't be to hinder the marines unless the company says otherwise, because they are serving your interests.




In-character things to remember
In-character things to remember
* You're a Corporate Security officer: a guard and protector. Not a [[Rifleman|marine]], not a [[Hospital Corpsman|doctor]], not an [[Combat Technician|engineer]], not a warfighter.
* You're a Corporate Security officer: a guard and protector. Not a [[Rifleman|marine]], not a [[Hospital Corpsman|doctor]], not an [[Combat Technician|engineer]], not a war fighter.
* You will do what's necessary to ensure Weyland Yutani's interests are kept in mind by the USCM aboard the Almayer.
* You will do what's necessary to ensure Weyland-Yutani's interests are kept in mind by the USCM aboard the Almayer.
* You have Weyland-Yutani's interests in mind.
* You have Weyland-Yutani's interests in mind.
* You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable.
* You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable.
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You are not above [[Marine Law]]. If you commit a crime, don't expect special protection from the Company.
You are not above [[Marine Law]]. If you commit a crime, don't expect special protection from the Company.


=== Authority ===
You have the authority to detain and disable people who are trespassing or otherwise causing problems within the Corporate Liaison's Office. This authority is limited to non-lethal action and anyone detained must (according to Marine Law) be handed to MPs and not kept within the Liaison's office.


You are not an MP however, and someone who causes problems with the Liaison and is not within the office, or ran out of the office, is no longer within your power to deal with.
* The main exception to this rule is anyone who poses an imminent physical threat to the safety of yourself or the Liaison. These cases must be handled appropriately and within escalation. Keep to non-lethal response wherever possible.


==Equipment==
==Equipment==
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* The corporate office has shutters for security purposes.
* The corporate office has shutters for security purposes.
* There are secure cameras in the office and quarters.
* There are secure cameras in the office and quarters
 
For your time aboard the U.S.S Almayer the company has given you an automated storage briefcase to convince the crew into securing company assets.
=Being an Antagonist=
* '''Do NOT Self-Antag.''' If you are doing a good job with roleplay and reporting to The Company with your fax machine, you '''MIGHT''' be given special goals. These goals '''MIGHT''' allow you to break some of the server rules, depending on the situation. If you are unsure, <code>ahelp</code> FIRST.
 
Possible antagonist objectives:
* Eliminate the mercenaries.
* Eliminate a survivor because they don't have the Company's interests in mind.
* Collect X amount of samples, like Alien lifeforms.
* Retrieve or destroy something on the planet, such as some documents in the science dome.
 
Tips
* You are the least cared about person aboard the Almayer, nobody cares if you're missing, use this to your advantage!
 
* Books can be cut out with wirecutters in order to store normal, small and tiny items in, only one item fits in at a time, perfect for bribes or smuggling illicit goods into areas.
 
* Your safe is not SAFE. It can be easily cracked, some admins may consider this as metagaming, (ahelp if you aren't sure). Create a secret compartment or storage somewhere in maintenance or in another safe area, your drinking glass box can hold small contraband, nobody is going to search it.
 
* If you're on a map that has it, get the alcohol vendor from the colony, bribe an MT or engineer from one of the squads to get it, not only is this a great machine for roleplay, its bottles can be used to knock down anyone with a hit to the head for quick disposal of their body, plus some alcohols are more potent than others and can knock out if too much is drank, example is Jailbreaker Verte, experiment!
 
* Bribe Req and an MT or the CE if you're lucky to hack the ASRS machine, say it's for exotic ingredients or carpet from the exotic crates, you can order a multitude of black market crates and other gear if you're feeling gimmick-like.
 
* Bribes can get you far, try bribing an MT to edit your airlock so you can pulse a button and shock and or bolt your office doors, bribe the researcher for some warcrime grenades, make some low-grade bots and screwdriver them, then enable all of the spooky options which may be lethal, or just a nuisance to people passing by.
 
* Special operations crates from requisitions have pistols that fire tranquilizer rounds, these are very effective since they come with silencers, so you can easily shoot your target from off-screen, wait until they're down, nab them and take them to somewhere more secure.
 
* Stay in your boundaries. Nobody will ever suspect you, with the exception of the survivors, antagonist CLs happen so rarely that the MPs probably wont care, nor think you did anything wrong. It's very hard to scan a medibot that is injecting toxins into you for fingerprints, and you can just say you were trying to get away from it since your abdomen started hurting after it injected you for no reason. Unless you go out plainly and start shooting your target in plain sight (don't do this, you will fail, everyone is better equipped at combat than you with few exceptions), it's not going to be fun for your target. Try to be an engaging antagonist, and try to follow your objectives assigned by Weyland Yutani. With them, maybe you can get promoted and back to your desk job on the Gateway Station. Good luck in your endeavors Junior Executive.


=Tips and Suggestions=
=Tips and Suggestions=
==To Begin the Round==
----
* Set the Company relation status to LOYAL in your character profile.
==Other==
----
* Be acquainted with Marine law. Know your rights to keep your radio and to an appeal.
* Be acquainted with Marine law. Know your rights to keep your radio and to an appeal.



Revision as of 17:53, 30 August 2025

THE COMPANY
CorpLiason.png
Corporate Bodyguard
Difficulty: Medium
Supervisors: Weyland Yutani Corporate Liaison
Rank: Personal Protection Officer [Under 25 hours] / Personal Protection Specialist [25 hours] / Personal Protection Coordinator [70 hours]
Duties: Protect the Corporate Liaison and their office.
Guides: This one.
Unlock Requirements: 30 hours as any corporate role.
Detailed Description:
|__________|
As a representative of Weyland-Yutani Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders.
Your primary job is to protect the onboard Liaison and their office.
|__________|



Roles

As the Corporate Security, it is your job to protect Weyland-Yutani's interests in the mission that has been given to the United States Colonial Marine Corp. You have ZERO authority over the Marine Corp. You are responsible for protecting the onboard Liaison and their office, not for getting into fights.

Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. Roleplaying a lot leads to more FUN. If you're not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, undertaking antagonistic objectives without being explicitly told to by Weyland-Yutani will get you banned or job banned. This is known as "self antagging", and it's a big no-no. Remember that your goal shouldn't be to hinder the marines unless the company says otherwise, because they are serving your interests.


In-character things to remember

  • You're a Corporate Security officer: a guard and protector. Not a marine, not a doctor, not an engineer, not a war fighter.
  • You will do what's necessary to ensure Weyland-Yutani's interests are kept in mind by the USCM aboard the Almayer.
  • You have Weyland-Yutani's interests in mind.
  • You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable.
  • You have access to a fax machine.
  • You are not responsible for enforcing Marine Law.
  • You are not there to fight with marines.

While you can't demand anything, saying "I'd appreciate X" or "I'm sure if I got X your relations with the company would be good", as well as stating that they aren't by any means required to give it to you, usually results in you getting what you're asking for.

You are not above Marine Law. If you commit a crime, don't expect special protection from the Company.

Authority

You have the authority to detain and disable people who are trespassing or otherwise causing problems within the Corporate Liaison's Office. This authority is limited to non-lethal action and anyone detained must (according to Marine Law) be handed to MPs and not kept within the Liaison's office.

You are not an MP however, and someone who causes problems with the Liaison and is not within the office, or ran out of the office, is no longer within your power to deal with.

  • The main exception to this rule is anyone who poses an imminent physical threat to the safety of yourself or the Liaison. These cases must be handled appropriately and within escalation. Keep to non-lethal response wherever possible.

Equipment


  • The corporate office has shutters for security purposes.
  • There are secure cameras in the office and quarters

Tips and Suggestions

  • Be acquainted with Marine law. Know your rights to keep your radio and to an appeal.


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.