Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Corporate Bodyguard: Difference between revisions

From CM-SS13 - Wiki
Created page with "{{JobPageHeader |headerbgcolor = grey |headerfontcolor = white |stafftype = THE COMPANY |imagebgcolor = white |img = CorpLiason.png |jobtitle = Corporate Security |difficulty = Medium |rank = Officer |superior = Weyland Yutani Corporate Liaison |unlock = 30 hours as any corporate role. |duties = Protect the Corporate Liaison and their office. |guides = This one. |description = As a representative of Weyland-Yutani Corporation, your job requires you to stay in character a..."
 
Ivanidze (talk | contribs)
mNo edit summary
 
(12 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{WiP}}
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = grey
|headerbgcolor = grey
Line 4: Line 5:
|stafftype = THE COMPANY
|stafftype = THE COMPANY
|imagebgcolor = white
|imagebgcolor = white
|img = CorpLiason.png
|img = CorpBodyguard.png
|jobtitle = Corporate Security
|jobtitle = Corporate Bodyguard
|difficulty = Medium
|difficulty = Medium
|rank = Officer
|rank = Trainee Personal Protection Officer [Under 10 hours] / Personal Protection Officer [10 hours] / Personal Protection Specialist [70 hours] /
|superior = Weyland Yutani Corporate Liaison
Personal Protection Coordinator [175 hours]
|unlock = 30 hours as any corporate role.
|superior = [[Corporate Liaison]], W-Y
|unlock = 25 hours as any Corporate role, 5 hours as any [[Military Police]] role.
|duties = Protect the Corporate Liaison and their office.
|duties = Protect the Corporate Liaison and their office.
|guides = This one.
|guides = This one.
|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.<br>Your primary job is to protect the onboard Liaison and their office.
|description = As a corporate security officer from Weyland-Yutani, your job requires you to stay in character at all times. While in the AO (Area of Operation), you are subject to orders given by military personnel. On ship, you are subject to orders only by the Command and Security departments, after the onboard Corporate Liaison. You are not required to follow any orders from the ship's crew but you can be arrested if you do not. Your primary job is to protect the Weyland-Yutani office, and its liaison.
 
}}


}}
''"Don't forget about the survivors, they can show up at any moment..."''


― Some Protection Officer


= 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 W-Y's interests in the mission that has been given to the United States Colonial Marine Corps'''. You have '''ZERO''' authority over the Marine Corps. 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 W-Y will get you banned or job banned'''. This is known as "self antagging", and will result in admin action. 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 war fighter.
* 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.
* Your primary duty is to protect the Weyland-Yutani Corporate Liaison and their office.
* You will do what's necessary to ensure Weyland Yutani's interests are kept in mind by the USCM aboard the Almayer.
* You have no authority over military personnel and should not attempt to command them, unless in special circumstances.
* You have Weyland-Yutani's interests in mind.
* Remain professional and in character at all times, prioritizing roleplay over action.
* You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable.
* Avoid unnecessary combat; your role is security, not frontline engagement.
* You have access to a fax machine.
* You are not responsible for enforcing [[Marine Law]].
* You are not responsible for enforcing Marine Law.
* You are not there to fight with marines.
* You are not there to fight with marines.


Line 37: Line 40:
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.


= Workspace =
----
As said, your main work area will be the Weyland-Yutani Corporate Liaison Office, however if CL will leave their office you can escort them.


 
=== Upper Deck ===
==Equipment==
The Corporate Liaison’s office is located on the upper deck, providing a secure and private space for corporate stuff.
----


* 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.
* Access to office Security Flash in WY Terminal for safety purposes.
* Ability to use Nerve Gas in WY Intranet Terminal in security purposes.
* There are secure cameras in the office and quarters, which can be accessed through the Weyland-Yutani Intranet Terminal.
[[File:LiaisonOffice Up.png]]


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.
=== Middle Deck ===
The Corporate Liaison’s quarters is located on middle deck, contains a secret containment for conducting private experiments and a conference room. A maintenance room connected to it provides access to a concealed emergency evacuation pod for Corporate Liaison.


* The conference room is equipped with shutters for additional security and privacy.
* A fax machine and telephone is available for direct communication.
* The maintenance room contains a first aid kit for emergency use.
[[File:LiaisonOffice Middle.png]]


=What Else Should I Be Doing?=
== Authority ==
First of all, make sure to talk with [[Survivor|survivors]] or colonists from the Planet as soon as they arrive. They might need medical attention, but after that. You can make a big fuss about talking to them before the Commanding Officer. The survivors typically don't have much to do after they arrive on the Almayer. The Liaison and survivors kind of rely on one another to be more fun.
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 [[Military Police|MPs]] and not kept within the Liaison's office.


Tell them to sit down on the chair in front of the desk and buckle yourself into the comfy chair. Close the shutters. Introduce yourself and learn the survivor's name. Remember, you don't typically know their name yet. You should usually call survivors by their first name while the rest of the crew by their last name or nickname. Next, make them comfortable. Ask them if they want food or drink, maybe a fresh golden apple from the garden or some of the two drinks (Uncle Git and Aspen Beer) that sit on the desk in your quarters.
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.


Once the survivor is comfortable, all that's left is to ask them for their story. The survivor probably won't know much but they're responsible for writing the story while the Liaison keeps listening and asking questions and saying filler to keep the conversation going. Figure out these main points: When did the situation/outbreak start? What was the speed of the outbreak? Were there any other survivors? How do they feel about the Company? Will they stay quiet about this? The last 2 questions are for the end but remember you need to get the story from the survivor. Afterwards, you can let the survivor know that you'll arrange for an ID card (please actually do this if you do offer) and probably the Commanding Officer will want to speak with them so show them the way to the bridge. You can be present during this conversation too, or you could start writing the report to the Company. Make sure to exaggerate and blow things out of proportion, of course. Did the survivor face one of those xenomorphs down below and kill it? Well, write how he did but he crapped his pants while running away frantically before finally turning around and pulling the trigger.
* 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.


Don't worry if all the survivors have different stories. They all saw the world down there differently. You could interject in the conversation with survivor Y only to tell them that survivor X told you something differently. You could do this at times to gauge their loyalty to the Company.
=Your Equipment=
 
----
Ask about their loyalty to the Company or gauge their loyalty to the Company, then write about that along with all the other information you gathered. If they were loyal then write he was loyal. If they are a risk to the Company, then write about that.
As the Corporate Bodyguard, the company has given you an corporate security rack with firearm equipment.
 
Later, roam the ship and look for roleplay encounters. The Combat Information Center is a good place to start. As Corporate Liaison, one of the Commanding Officer's staff should give you some roleplay attention. If they don't, then complain about how unloyal the Command staff is and how they should be replaced with someone of your choosing. Who knows? Maybe the Company will send you orders to find a replacement. You can go to Medbay and see how the patients are doing or how the doctors are. Ask them about their work. You can wait in the Hanger and interview marines coming back, or sit and chat about a wide variety of topics. Sometimes, one of the Marines will want to roleplay. Bottom line: roam the ship and look for encounters.
 
Remember that the Liaison is a bureaucrat. A Liaison doesn't solve problems with brute force or cunning, but through paperwork. Find samples of legal forms online and write condensed versions of them. Examples: contracts, liability waivers, affidavits, official notices to sue etc. Contracts and affidavits can be used at the beginning of the game to ensure the silence of the Command staff. For example, an affidavit or contract "of intent to protect and preserve" the property on Solaris Ridge can be used at the beginning of the game for the Commanding Officer to sign. Afterwards, you can sue the Commanding Officer for the damages he caused on Solaris Ridge while fighting the Xenomorphs by his Marines. If he doesn't sign then you can report to the Company that the Commanding Officer refused to sign. Ask survivors to sign liability waivers and silence waivers. Afterwards, if they breach the contract, let the Company know. The Command staff will surely want information out of the survivor but you met them first and had them sign the waiver. You write to the Company that you can use the liability waiver as an excuse to murder them too (ONLY if the Company gives the order). Official Notices to sue are fun. Roleplay suing someone is hilarious. With paperwork, the Liaison is essentially creating fictional problems that are big in your role's position. It's easier for the Company to give you orders to do something with a reason rather than without.
 
A key to having fun as Liaison is to always put pressure on people and create problems. Not major issues, but make everything your personal issue so you can fax to the Company to complain and then ask for permission to do something about it. You don't want to divert too many Marines or the crew for your projects as they should be fighting or assisting the ground campaign.
 
 
=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.
* Causing harm to marines or damage to the Almayer without first contacting the Company through your fax '''WILL''' result in a job-ban and possibly a short server ban.
* You may *attempt* to bribe marines to work for you, however you do not outrank them (you are a civilian), and thus they don't have to listen to you. Usually 500-1000 dollars is enough to bribe someone to do your bidding, as long as its nothing severe. Never bribe someone to murder someone because they'll never accept if they're following the rules. Most Marines, by default, hate you because you're with the Company, but some roleplay as liking the company and will help you out even without a bribe.
* Only use the name of the Company in your bribes when they specifically ordered you to do something that would otherwise break the rules. Remember, you don't want to shame or incriminate the Company. '''You're the most loyal person on the ship to the Company.'''
 
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
The Corporate Bodyguard has access to three special weapons the M39 Submachine Gun, M41A Pulse Rifle MK2 and the NSG23 Assault Rifle each one can be found in the Corporate Bodyguards Rack.
* 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.
<tabs>
<tab name="Standard Firearms">
{| style="border: 2px solid black;
! style="background-color:#A9A9A9; width:130px;"|'''Firearm:'''
! style="background-color:#A9A9A9;"|'''Description:'''


* 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.
|-
 
{{Template:Autowiki/Content/Gun/88 Mod 4 combat pistol}}
* 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!
|-
 
{{Template:Autowiki/Content/Gun/VP78_pistol}}
* 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.
|-
 
{{Template:Autowiki/Content/Gun/M39_submachinegun}}
* 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.
|-
 
{{Template:Autowiki/Content/Gun/M41A pulse rifle MK2}}
* 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.
|-
 
{{Template:Autowiki/Content/Gun/NSG_23_assault_rifle}}
* 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.
|-
|}
</tab>
</tabs>
{{template:Covert Tools}}


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


=Your Skillset=
=Your Skillset=

Latest revision as of 00:25, 19 March 2026

Work in Progress
This page has been designated as a work in progress. To locate any other work in progress pages head here
THE COMPANY
Corporate Bodyguard
Difficulty: Medium
Supervisors: Corporate Liaison, W-Y
Rank: Trainee Personal Protection Officer [Under 10 hours] / Personal Protection Officer [10 hours] / Personal Protection Specialist [70 hours] / Personal Protection Coordinator [175 hours]
Duties: Protect the Corporate Liaison and their office.
Guides: This one.
Unlock Requirements: 25 hours as any Corporate role, 5 hours as any Military Police role.
Detailed Description:
|__________|
As a corporate security officer from Weyland-Yutani, your job requires you to stay in character at all times. While in the AO (Area of Operation), you are subject to orders given by military personnel. On ship, you are subject to orders only by the Command and Security departments, after the onboard Corporate Liaison. You are not required to follow any orders from the ship's crew but you can be arrested if you do not. Your primary job is to protect the Weyland-Yutani office, and its liaison.
|__________|


"Don't forget about the survivors, they can show up at any moment..."

― Some Protection Officer

Roles


As the Corporate Security, it is your job to protect W-Y's interests in the mission that has been given to the United States Colonial Marine Corps. You have ZERO authority over the Marine Corps. 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 W-Y will get you banned or job banned. This is known as "self antagging", and will result in admin action. 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.
  • Your primary duty is to protect the Weyland-Yutani Corporate Liaison and their office.
  • You have no authority over military personnel and should not attempt to command them, unless in special circumstances.
  • Remain professional and in character at all times, prioritizing roleplay over action.
  • Avoid unnecessary combat; your role is security, not frontline engagement.
  • 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.

Workspace


As said, your main work area will be the Weyland-Yutani Corporate Liaison Office, however if CL will leave their office you can escort them.

Upper Deck

The Corporate Liaison’s office is located on the upper deck, providing a secure and private space for corporate stuff.

  • The corporate office has shutters for security purposes.
  • Access to office Security Flash in WY Terminal for safety purposes.
  • Ability to use Nerve Gas in WY Intranet Terminal in security purposes.
  • There are secure cameras in the office and quarters, which can be accessed through the Weyland-Yutani Intranet Terminal.

Middle Deck

The Corporate Liaison’s quarters is located on middle deck, contains a secret containment for conducting private experiments and a conference room. A maintenance room connected to it provides access to a concealed emergency evacuation pod for Corporate Liaison.

  • The conference room is equipped with shutters for additional security and privacy.
  • A fax machine and telephone is available for direct communication.
  • The maintenance room contains a first aid kit for emergency use.

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.

Your Equipment


As the Corporate Bodyguard, the company has given you an corporate security rack with firearm equipment.

The Corporate Bodyguard has access to three special weapons the M39 Submachine Gun, M41A Pulse Rifle MK2 and the NSG23 Assault Rifle each one can be found in the Corporate Bodyguards Rack.

Firearm: Description:

88 Mod 4 combat pistol

Standard issue USCM firearm. Also found in the hands of Weyland-Yutani PMC teams. Fires 9mm armor shredding rounds and is capable of 3-round burst.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 0.1

Scatter Wielded: 4

Scatter Unwielded: 4

Burst Scatter: 4

Burst Amount: 3

Firerate: 240

Falloff: 1

Effective Range: 0

Burst Firerate: 205

Accuracy Wielded: 6

Accuracy Unwielded: 6

Maximum Range: 22

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
88M4 AP magazine (9mm)
Icon Name
88M4 FMJ magazine (9mm)
Icon Name
88M4 FMJ extended magazine (9mm)
Icon Name
88M4 toxic magazine (9mm)
Icon Name
88M4 wall-penetrating magazine (9mm)
Icon Name
88M4 incendiary magazine (9mm)
Icon Name
88M4 rubber magazine (9mm)
88M4 AP magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 30 30 30 30 30 30 30 30 30 27 24
88M4 FMJ magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 48 48 48 43 39 36 27 23 19 15 12
88M4 FMJ extended magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 48 48 48 43 39 36 27 23 19 15 12
88M4 toxic magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 30 30 30 30 30 30 30 30 30 27 24
88M4 wall-penetrating magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 36 36 36 36 36 36 36 36 36 36 36
88M4 incendiary magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 24 24 24 21 17 14 11 8 6 3 1
88M4 rubber magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 0 0 0 0 0 0 0 0 0 0 0
Attachments:
Muzzle
Rail
Under
Stock



VP78 pistol

A massive, formidable semi-automatic handgun chambered in 9mm squash-head rounds. A common sight throughout both UA and 3WE space, often held by both Weyland-Yutani PMC units and corporate executives. This weapon is also undergoing limited field testing as part of the USCM's next generation pistol program. The slide is engraved with the Weyland-Yutani logo reminding you who's really in charge.

Stats:

Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter: 5

Burst Amount: 3

Firerate: 120

Falloff: 5

Effective Range: 6

Burst Firerate: 144

Accuracy Wielded: 6.3

Accuracy Unwielded: 6.3

Maximum Range: 22

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
VP78 magazine (9mm)
Icon Name
VP78 toxic magazine (9mm)
Icon Name
VP78 wall-penetrating magazine (9mm)
Icon Name
VP78 incendiary magazine (9mm)
Icon Name
VP78 rubber magazine (9mm)
VP78 magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 45 45 45 45 45 40 37 33 25
VP78 toxic magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 45 45 45 45 45 40 37 33 25
VP78 wall-penetrating magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 45 45 45 45 45 45 45 45 45
VP78 incendiary magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 35 35 35 35 35 35 35 31 28 22 18
VP78 rubber magazine (9mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 2 2 2 2 2 2 2 0 0 0 0
Attachments:
Muzzle
Rail
Under



M39 submachinegun

The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, engineers and medics. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 3

Scatter Wielded: 9

Scatter Unwielded: 13

Burst Scatter: 4

Burst Amount: 3

Firerate: 400

Falloff: 6

Effective Range: 4

Burst Firerate: 342

Accuracy Wielded: 4.6

Accuracy Unwielded: 2.4

Maximum Range: 22

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
M39 HV magazine (10x20mm)
Icon Name
M39 AP magazine (10x20mm)
Icon Name
M39 LE magazine (10x20mm)
Icon Name
M39 rubber magazine (10x20mm)
Icon Name
M39 HEAP magazine (10x20mm)
Icon Name
M39 wall-penetrating magazine (10x20mm)
Icon Name
M39 toxin magazine (10x20mm)
Icon Name
M39 incendiary magazine (10x20mm)
Icon Name
M39 HV extended magazine (10x20mm)
M39 HV magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 34 34 30 28 21 18 14 11 8 5 3
M39 AP magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 26 26 26 26 26 26 26 23 21 15 12
M39 LE magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 20 20 20 20 20 18 14 11 8 6 3
M39 rubber magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 0 0 0 0 0 0 0 0 0 0 0
M39 HEAP magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 45 45 45 45 45 45 45 40 37 33 25
M39 wall-penetrating magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 30 30 30 30 30 30 30 30 30 30 30
M39 toxin magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 26 26 26 26 26 26 26 23 21 15 12
M39 incendiary magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 25 25 22 20 15 12 9 6 4 1 0
M39 HV extended magazine (10x20mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 34 34 30 28 21 18 14 11 8 5 3
Attachments:
Muzzle
Rail
Under
Stock



M41A pulse rifle MK2

The standard issue rifle of the Colonial Marines. Commonly carried by most combat personnel. Uses 10x24mm caseless ammunition.

Stats:

Recoil Wielded: 0.1

Recoil Unwielded: 4

Scatter Wielded: 4

Scatter Unwielded: 11

Burst Scatter: 1

Burst Amount: 3

Firerate: 240

Falloff: 4

Effective Range: 7

Burst Firerate: 205

Accuracy Wielded: 20.8

Accuracy Unwielded: 10.4

Maximum Range: 24

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
M41A magazine (10x24mm)
Icon Name
M41A extended magazine (10x24mm)
Icon Name
M41A incendiary magazine (10x24mm)
Icon Name
M41A explosive magazine (10x24mm)
Icon Name
M41A HEAP magazine (10x24mm)
Icon Name
M41A AP magazine (10x24mm)
Icon Name
M41A LE magazine (10x24mm)
Icon Name
M41A wall-penetrating magazine (10x24mm)
Icon Name
M41A toxin magazine (10x24mm)
Icon Name
M41A Rubber Magazine (10x24mm)
M41A magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 44 44 40 36 33 25 21 17 13 10 7
M41A extended magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 44 44 40 36 33 25 21 17 13 10 7
M41A incendiary magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 33 33 30 27 21 17 14 11 8 5 2
M41A explosive magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 27 27 25 22 16 13 10 8 5 2 0
M41A HEAP magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 60 60 60 60 60 60 60 60 60 55 50
M41A AP magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 33 33 33 33 33 33 33 33 33 30 27
M41A LE magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 22 22 22 22 22 20 15 12 10 7 4
M41A wall-penetrating magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 38 38 38 38 38 38 38 38 38 38 38
M41A toxin magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 33 33 33 33 33 33 33 33 33 30 27
M41A Rubber Magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 0 0 0 0 0 0 0 0 0 0 0
Attachments:
Muzzle
Rail
Under
Stock



NSG 23 assault rifle

A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.

Stats:

Recoil Wielded: 1.1

Recoil Unwielded: 4

Scatter Wielded: 3

Scatter Unwielded: 11

Burst Scatter: 1

Burst Amount: 3

Firerate: 184

Falloff: 0

Effective Range: 7

Burst Firerate: 158

Accuracy Wielded: 23.2

Accuracy Unwielded: 10.4

Maximum Range: 24

Ammunition & Damage:
Ammo Type Damage Table
Icon Name
NSG 23 magazine (10x24mm)
Icon Name
NSG 23 high-capacity drum magazine (10x24mm)
Icon Name
NSG 23 armor-piercing magazine (10x24mm)
Icon Name
NSG 23 HEAP magazine (10x24mm)
Icon Name
NSG 23 incendiary magazine (10x24mm)
Icon Name
NSG 23 training magazine (10x24mm)
NSG 23 magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 50 50 45 41 37 29 24 20 16 13 9
NSG 23 high-capacity drum magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 50 50 45 41 37 29 24 20 16 13 9
NSG 23 armor-piercing magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 37 37 37 37 37 37 37 37 37 34 30
NSG 23 HEAP magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 68 68 68 68 68 68 68 68 68 62 56
NSG 23 incendiary magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 37 37 34 30 24 20 17 13 10 7 4
NSG 23 training magazine (10x24mm)
Armor Value: 0 5 10 15 20 25 30 35 40 45 50
Damage: 0 0 0 0 0 0 0 0 0 0 0
Attachments:
Muzzle
Rail
Under


Covert Tools

Unauthorized listening devices are a crime!
Where to Find? Military Police covert tools are found in the communications cabinet in the warden's office. Corporate Liaison covert tools are found in the communication cabinet in the CL's bedroom.
Listening Devices
Motion Sensors
What they do? These are disguisable objects that transmit nearby speech over radio. These are deployables that send radio alerts when unauthorized personnel move past.
How to use Use it in-hand to turn on and off the microphone, speaker, volume mode, and the subspace Tx. You can install additional radio encryption keys into the listening device if you want it to broadcast to a certain channel. By default, MP's devices transmit to the MP radio, and CL's devices transmit to the Weyland-Yutani radio.

Right-click the listening device while in your hand:

  • "Change Disguise" means the listening device will become disguised as the first object you hit it on.
    • By default, the listening device will assume the name of whatever object you disguise it as.
  • "Set Nametag" allows you to set a custom name.
  1. Drop the sensor on the floor where you want it.
  2. Use a security access tuner on it to turn it on.
    • Pick which corner of the tile you want the sensor in (NW, NE, SW, SE, or let the timer run out for it to be centered).

To change the sensor's network (who can walk through without an alarm), hold it undeployed in your hand and swipe an ID on it, then select the desired network.
To remove a sensor, use a tuner on it. Removing it without access will send a radio alert, and it will take significantly longer.

Tips and Suggestions


  • Set the Company relation status to LOYAL in your character profile.
  • 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.