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|jobtitle = Pilot Officer
|jobtitle = Pilot Officer
|difficulty = Medium
|difficulty = Medium
|superior = Command staff
|rank = Second Lieutenant
|duties = Pilot and protect the dropships
|superior = [[Auxiliary Support Officer]]
|guides = N/A
|unlock = Two hours as [[Dropship Crew Chief]]
|duties = Pilot and maintain the dropships.
|guides = Located at the bottom of the page.
|description = Your job is to fly, protect, and maintain the ship's dropship.
While you are an officer, your authority is limited to the dropship, where you have authority over the enlisted personnel.
If you are not piloting, there is an autopilot fallback for command, but don't leave the dropship without reason.
 
As the pilot officer you answer to the auxiliary support officer and the acting commander. Special circumstances may change this.
}}
}}


''"We're in the pipe, five by five."'' ― Cpl. Ferro, Aliens
''"We're in the pipe, five by five."'' ― Cpl. Ferro, Aliens


So you decided to be a Pilot Officer eh? You glorious bastard. You've just enlisted yourself in one of the most adored jobs the [[Marines|USCM]] can afford.  
The '''Pilot Officer''', is split into two roles; Dropship Pilot and Gunship Pilot, as the name indicates, pilots the ships of [[USS Almayer]]. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their AUD-25 dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July. Either can take on the others role should they be unavailable to do so.
 
=Overview=
 
Congratulations lieutenant! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (''':v'''). Your Pilot's Bunks (east of CIC), and your Office (north of lower medbay and directly east of the pilot workshop), should have everything you need for the mission, '''If you're going somewhere cold, grab a coif!'''
 
The two dropships assigned to the piloting team at the hangar are the '''Alamo''', and the '''Normandy''', Both can go to any Landing Zone(LZ). They can fly two different kinds of missions: '''Transport''' and '''Fly By'''. The '''Alamo''' is conventionally the Dropship, and the '''Normandy''' the Gunship. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, You can also ask the engineering department(''':n''') to give you a hand and help you.
 
 
==Attaching the parts and loading weapons==
 
To attach modules onto your dropship, you will first need to know how to operate a cargo loader. To board this iconic piece of hardware, simply drag your sprite onto it. Now, only people who are trained in the powerloaders skill can board and operate a cargoloader.
<br>
Notice how you have 2 clamps on that thing? That means you can hold 2 items at the same time without having to drop anything. To pick up a module, weapon or ammunition, simply click on it with an empty clamp and you will collect it with your loader.
<br>
----
*To install the module, click on one of the available slots on the dropship that corresponds to the module type with the module in your clamp to install it.
----
*To load ammunition into a module you need to click on the installed weapon with its corresponding ammunition type in the clamp to load it. To drop a module, simply click on an empty tile next to you. '''You can additionally combine ammunition by having both stacks of ammo in both clamps of the powerloader, and then just clicking on the other clamp holding one set of ammunition to combine them.'''
----
*To remove a weapon from a slot, simply click on the weapon or the slot that it's in with an empty clamp.
----
 
 
===Different Mounting Points===
{| style="border: 2px solid black; class=" mw-collapsible"
! style="background-color:#A9A9A9; width:150px;" |'''Mounting Point:'''
! style="background-color:#A9A9A9;" |'''Description:'''
|-
| style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |<center>[[File:engine.png]]<br> '''Engine Mount Point'''</center>
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Install Engine Attachments here: Fuel Enhancers and the Cooling System.
|-
| style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |<center>[[File:support.png]]<br> '''Support Equipment Mount Point'''</center>
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Install Support equipment here: Medevac System, the Fulton Recovery System and optionally a machine gun or a sentry.
|-
| style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |<center>[[File:weapon1.png]]<br>'''Weapon Mount Point'''</center>
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Install Weapon Mounts here: LAU-444 Guided Missile Launcher, LAU-229 Rocket Pod, GAU-21 'Rattler' 30mm Cannon, LWU-6B Laser Cannon, A/A-32-P Sentry Defense System, and the MTU-4B Door Gunner Hardpoint System.
|-
| style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |<center>[[File:electronic.png]]<br> '''Electronics Mount Point'''</center>
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Install Weapons on the OUTER fitting and Electronics on the INNER fitting. Same Weapons as on the other mounting point. The Electronics are: Spotlight, Targeting System and the Landing Zone Detector System.
|}
 
=The Essentials of Piloting=
 
The lions' share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:
----
*The '''camera console''' on the left allows you to watch over the dropship's cameras as well as any extra sights provided by the installable LZ detector system, which allows you to see where will you inevitably land.
----
*The '''flight console''' in the middle lets you launch the dropship, toggle the flight mode between transport and fly-by, and lock the shutters and doors. It also lets you ''optimize the flight path'' - only available to trained pilots like you - to cut down on transport and cooldown time at no cost.
----
*The '''weapons console''' at the right allows you to fire externally mounted weapons and deploy sentries and paradrop marines to locations designated by a laser designator or signal flare. In the case of firing weapons, both via fire mission or direct fire, you are able to use a camera to view the area you are interested in firing upon before you commit to firing if there is no opaque roofing over head. If there is opaque roofing over head, the camera may not see anything at all. The console is also where you activate the fulton recovery module, Medevac winch, and deploy external hardpoint mounted sentry guns.
----
So with that in mind, what are the differences between your two flight modes, '''transport''' and '''flyby'''? Well, in short, '''transport mode''' lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns, while '''flyby''' mode lets you use the most deadly weaponry you can load, but your dropship will only return to where it launched from.
 
 
{| class="wikitable"
|-
|
!Transport
!Flyby ("Close Air Support and Med Evac")
|-
!Where does the dropship go?
|Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer.
|Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.
|-
!Which weapons and utilities can the dropship use mid-air?
|GAU-21 30mm Cannon, LWU-6B Laser Cannon, RMU-19 Fulton Recovery System, and RMU-4M Medevac System.
|All weapons that are available to you at the printer.
|-
!How long does the dropship stay in the air?
|Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible.
|Also depends on the engine upgrade which extends your flight time by a good bit.
|}
 
=Close Air Support=
 
==The Weapons Control Console==
 
 
The console has a dual 'Multi Function Display' system so you have have two screens side by side using them both at the same time. The buttons themselves are multi function and will change depending on the Menu selected.
===Main Menu===
[[File:CAS-BaseFCMenu.png|980px]]
 
This is the main menu. Any Exit buttons will return you to this Menu.
* <span style="color:#FF0000">RED</span> - EQUIP - Equipment: All the modules and weapon systems loaded onto the dropship can be accessed here. Including Direct Firing weapons, activating sentries, using the Fulton, targeting Medevacs, and locking Paradrop JIMA flag/flares/lases.
* <span style="color:#0026FF">BLUE</span> - F-MISS - Fire Mission: Viewing, editing, creating and deleting Fire Mission configurations.
* <span style="color:#FFD800">YELLOW</span> - TARGET - Targeting: Direct firing Weapons, configuring attack runs, and selecting target JIMA flag/flares/lases. Selecting a target for paradrop must also be done using TARGET.
* <span style="color:#FF006E">PINK</span> - MAPS - TacMap: Displays a live TacMap.
* <span style="color:#FFFFFF">WHITE</span> - CAMS - Cameras: Allows you to view a Target JIMA flag/flare/lase/Medevac Bed. (You can check your camera to see if the target is underground)
----
===Equipment Menu===
[[File:CAS-EquipMenu.png|908px]]
* <span style="color:#FFD800">YELLOW</span> - External Hardpoints: Any module or weapon placed externally can be interacted/Fired from here.
* <span style="color:#FFFFFF">WHITE</span> - Internal Hardpoints: Any module placed internally can all be interacted with from here.
 
<center>'''Note:''' ''That whilst you can target the Medevac from this console you still have to go to the module to activate the winch''</center>
----
===Target Menu===
Also shown is the viewing screen for a configured Fire Mission. Focus on the right hand side screen for the Target Menu.
 
[[File:CAS-TargetMenu.png|908px]]
* <span style="color:#FF0000">RED</span> - Offset Calibration: Allows you to change the offset in X(East:+ and west:-) and Y(North:+ and South:-) With a maximum offset of 12. ''I.E 2,-4 Would be two tiles east of the laser, and four south of the laser''
* <span style="color:#0026FF">BLUE</span> - VECTOR - Attack Vector: Allows you to select the direction to attack '''TOWARD''' ''I.E: The end of the attack will be East of the initial starting point if East is selected.''.
* <span style="color:#FFD800">YELLOW</span> - STRIKE - Strike Mode: Allows you to select the attack mode from Direct Weapon or Fire Mission
* <span style="color:#FF006E">PINK</span> - FIRE - Fires your Weapon(s) in the current configuration if the Guidance computer is complete and '''READY'''.
==Direct Bombardment==
 
Direct bombardment is using only one weapon at a time and firing at lazes and signal flares. To be able to do so select Targets, then Strike, then Weapon, and then the weapon you wish to use. Alternatively you can use the Equipment Menu, and select the weapon from there. Finally select fire to initiate the attack. There is a delay between firing on the target and impact. Before impact, there will be a flashing green dot highlighting where the payload will land for a brief moment. Once it's gone, the payload will reach its target.
 
Once you've fired your payload, there will be a short cool down before you're able to fire again.
All weapons can fire using direct bombardment and certain munitions can only be fired using direct bombardment.
 
<center><span style="color:#FF0000"><big>'''Important Note: Offsets do not function using Direct Bombardment!'''</big></span></center>
{| class="mw-collapsible mw-collapsed" style="width:100%; text-align:center;"
|+ '''Direct Bombardment Using the Strike Menu'''
 
|[[File:CAS-TargetMenu.png|980px]]
|-
| Select <span style="color:#FFD800">YELLOW</span> - STRIKE
|-
|[[File:CAS-StrikeMenuBase.png|980px]]
|-
| Switch the mode to <span style="color:#FFFFFF">WHITE</span> - Weapon
|-
|[[File:CAS-TargetDirectWeapons.png|980px]]
|-
| Select the <span style="color:#FFD800">YELLOW</span> - Weapon you want to use for the Direct Bombardment.
|-
| [[File:CAS-TargetMenu.png|980px]]
|-
| Finally you can <span style="color:#FF006E">PINK</span> - FIRE the weapon.
|-
| [[File:CAS-TargetConfigured.png|980px]]
|-
| '''Note:''' you may need to set a <span style="color:#FFD800">YELLOW</span> - Vector before the <span style="color:#FFFFFF">WHITE</span> - Guidance Computer reads ready to fire as it must have a Vector and a Target to be Complete and '''READY'''.
|-
|}
 
{| class="mw-collapsible mw-collapsed" style="width:100%; text-align:center;"
|+ '''Direct Bombardment Using the Equipment Menu'''
| Select a <span style="color:#FFD800">YELLOW</span> - Weapon from the Equipment Menu
 
|-
| [[File:CAS-EquipMenu.png|980px]]
|-
|
 
Then select a <span style="color:#FFFFFF">WHITE</span> - Target from the right hand side of the screen.
 
|-
| [[File:CAS-EquipDirect.png|980px]]
|-
|
And Finally hit the <span style="color:#FFD800">YELLOW</span> Fire button to initiate the attack.
 
|}
<center>'''Note:''' ''Mini-Rockets can not be fired using Direct Bombardment''
 
</center>
 
==Fire Missions==
 
Fire Missions are pre-made air strikes designed to fire in one direction that cover a configurable area. They allow the pilot to unleash a full arsenal of weapons on any targets that are near a laser/flare or JIMA flag.
 
 
You have access to a special channel primarily dedicated to coordinating with the ground troops who are able to ask for airstrikes. These include Squad Leaders, Fireteam Leaders, Scout Specialist and any one who has a JTAC encryption key. Use ''':j''' to talk in that channel.
 
<center>'''Note:''' ''Fire missions can only be used on flyby.''</center>
 
{| class="mw-collapsible mw-collapsed" style="width:100%; text-align:center;"
|+ '''Note:''' ''Larger missiles like the AGM-99 'Napalm' can not be fired in a Fire Mission.''
|-
| And you will see this <span style="color:#FFD800">YELLOW</span> - Error in the Fire Mission Editor</center>
|-
| [[File:CAS-FMNapalmLoad.png|980px]]
|}
 
===Configuring a Fire Mission===
 
====Naming the Fire Mission====
[[File:CAS-FMMenu.png|980px]]
 
The first step in making a Fire Mission is to name it, click in the <span style="color:#FFFFFF">WHITE - TEXT BOX</span> and hit Enter to save it or use the Save button. For any button actions the name will appear as FM#Number, but will be visible in the Target menu to verify you have the selected the correct one.
----
 
[[File:CAS-SavingFM.png|980px]]
 
Once you have created the Fire Mission you'll see it in the list and be able to select it either on the left or right side depending on how many you have made.
Shown above is the <span style="color:#FFFFFF">WHITE SAVE Button</span> if you don't want to press enter to finish naming your Firemission
And one example of a <span style="color:#FFD800">YELLOW</span> - Fire Mission Button
 
 
 
{| class="mw-collapsible mw-collapsed" style="width:100%; text-align:center;"
|+ '''Note:''' ''If you somehow make lots of Fire missions there will be arrows to scroll the right hand side buttons through them.''
|-
| <span style="color:#FFD800">YELLOW</span> for scrolling up. <span style="color:#FFFFFF">WHITE</span> for scrolling down.
|-
| [[File:CAS-ScrollingFMs.png|980px]]
|}
 
 
----
====Editing the Fire Mission====
Now that you have selected a Fire Mission from the Menu, you'll be greeted with the Overview of that Fire Mission. As it's just created it will be empty. But will show you the Weapons equipped and their ammo state.
 
[[File:CAS-ViewingFM.png|980px]]
 
* <span style="color:#FF0000">RED</span> - DELETE: Deletes the current selected Fire Mission
* <span style="color:#0026FF">BLUE</span> - F-MISS - Fire Mission: Returns to the list of Fire Missions
* <span style="color:#FFD800">YELLOW</span> - EDIT: Allows you to edit when and where the weapons will fire.
* <span style="color:#FF006E">PINK</span> - EXIT - An example of the Exit button that will exit to the main menu.
 
To setup our Fire Mission you'll need to click on EDIT. And be greeted with the following screen.
----
[[File:CAS-FMWeaponLayout.png|980px]]
 
From this screen you need to select the <span style="color:#FFD800">YELLOW</span> - Weapons you are configuring for the Fire Mission.
----
This will prompt a slightly different screen where you can configure the Gimbal of the weapons for each step of the Fire Mission.
[[File:CAS-FMLeftsideWeapon.png|980px]]
 
In <span style="color:#FFFFFF">WHITE</span> - Weapon Information: The currently selected Weapon. The Number of that weapon, 1 to 4, Starting from the port wing, going from left to right hardpoint wise. It's ammo state, it's gimbal limits determined by if it's on the port or starboard side. ''(Left: Port, Right: Starboard. This is relative to the front of the ship, I.E Starboard on the Almayer is North/Up)''
----
=====The Gimbal=====
'''Note:''' ''The Gimbal will flip as seen below going from port to starboard or vice versa to represent the which side the weapon is on.''
[[File:CAS-FMRightSideWeapon.png|980px]]
 
Each Fire Mission has a maximum step count of 12. On each step you can fire a weapon by selecting the Gimbal you want to fire said weapon at. Different weapons have different fire delays, which will control how many times you can fire it in one Fire Mission, ammo usage is also a consideration, even ammo usage.
''Using half on one Fire Mission run and the other half on the next is a tactic you can use to keep yourself airborne longer before you need to re-arm.''
 
Imagine this 12 count step as a straight line from the start of the fire mission, and on each step you can step out to the side to a maximum of 6 steps away from the center. Using this you choose where your weapons will strike. There is an additional visual explanation below.
 
{| class="mw-collapsible mw-collapsed" style="width:100%; text-align:center;"
|+ '''Visual Gimbal Example'''
|-
| <center>An example of how Fire Missions works with a Mini-Rockets, would follow like this:
 
 
|-
| [[File:CAS-GimbalExample.png]]
|-
|
|-
|
 
The numbers on the image above shows the off sets for the Mini-Rockets. The numbers shown in this image will offset the direction of the impact point.
For example: The image above shows 5 - - 4 - - 1 - - 3 - -. This means if you are firing NORTH of your target, the impact point will be EAST 5 tiles away from the center. And the next one will be EAST 4 tiles away from the center etc. Zero will be directly in the center of the line.
|-
|
 
 
This would technically be visualized like this:
 
|-
| [[File:CAS_Menu_2_2.2.png]]
|-
|
 
 
The red <span style="color:#FF0000">'''Circles'''</span> indicate the impact points of where the fire mission will land in theory, at the target. Each red <span style="color:#FF0000">'''circle'''</span> corresponds with the example Mini-Rocket fire mission. Using a negative number would flip the red <span style="color:#FF0000">'''circles'''</span> onto the negative side.
|}
You just need to select the Numbers from the <span style="color:#FFD800">YELLOW</span> - Box, and it will update with the Fire Delay blocking out the steps you can't shoot on with '''[WEAPON BUSY]'''. You can select the '''[-]''' to reset that step to have the weapon not fire, if you need to have it fire somewhere else.
{| class="mw-collapsible mw-collapsed" style="width:100%; text-align:center;"
|+ '''Fire Delay Examples + Ammo usage Example'''
|-
|[[File:CAS-FMPingPong.png|980px]]
|-
|[[File:CAS-FMSequential.png|980px]]
|-
| Above you can also see <span style="color:#FFD800">YELLOW</span> - Ammo usage per run indicating that it would need to be reloaded after just one run because the remaining 2 Rockets aren't enough for the full fire mission. If there's not enough ammo for a full Fire Mission it will refuse to Fire.
|-
|}
 
===Executing Fire Missions===


Once you've created your fire mission, move to the STRIKE menu, set it to Fire Mission mode, select your Fire Mission and wait for JTAC to call in some air support. Make sure you're launching in '''Fly-By''' mode to be able to use those fire missions.


The '''Pilot Officer''', as the name indicates, pilots the ships of [[USS Almayer]]. It's your duty to defend the dropships from any invasion and piloting between the Almayer and the groundside, you'll also be tasked with providing CAS (Close Air Support) should the Marines call for your assistance, or if they want to see a fireworks show earlier than the 4th of July.
Be mindful of the ammunition you have remaining. You won't know you don't have enough ammo to complete a Fire Mission until you attempt one and you get a warning that one or more of your weapons doesn't have enough ammo to complete it. So you will need to keep an eye on you ammo, through either the Equipment screen or the Fire Mission overview screen of a selected Fire Mission.


=Introduction=
Refer back to the [[#Target Menu|Target Menu]] for coverage of the initial Menu.


Congratulations Ensign. You'll start at the Pilot's Office. To the south is your personal locker, it's conveniently labelled, Pilot Officer's locker. Take a look at the stuff in it. You probably won't be using it anyway. The most important of all the objects is your extra helmet. Your stylish helmet is not only amazing and unique. It makes you a hit with all the ladies and adds an internal slot to store pocket-sized items. It's useful. Don't forget to grab a coif for any low temperature missions, sadly our drop-ships aren't capable of producing enough heat to counteract harsh weather environments.
====Strike Mode: Fire Mission====
[[File:CAS-StrikeMenuFM.png|980px]]


<span style="color:#FFD800">YELLOW</span> - The list of Fire Missions to choose from, arrows will be made available if there are many Fire Missions already made.


You have two ships: The '''Alamo''' which lands at LZ1, and the '''Normandy''' which lands at LZ2. You should be aware that command can activate autopilot on both drop-ships if required.
For a Fire Mission to be ready to fire the Guidance Computer must read '''READY'''. So you'll need to do more than just select your Fire Mission.
You'll at least need; a Vector: the direction your attack is going, and a Target: a flare,laser, or JIMA flag to originate the attack from.
====Vector====
[[File:CAS-VectorSelection.png|980px]]
After selecting Vector you'll be greeted with the options of the four cardinal direction <span style="color:#FFD800">YELLOW</span> - North, East, South and West. This option dictates where the in which direction the Dropship will attack toward. And isn't tied to the offset. So you can be offset west but attack to the east, covering ground you offset past. This gives you a lot of flexiblity together with Offsets to strike a wide area near a CAS signal.
----
====Offset====
For better effectiveness you'll also want an offset, you can view where your attack will start with the camera as long as it's not pitch-black, unless you have the Night Vision upgrade ''(Ask Research)'' or deep underground. The Offset allows you to move the Fire Mission away from the origin point a maximum of 12 tiles away in any two directions ''(Given that you can't offset both south and north because you can't duplicate yourself)''


=Preparations=
You can use the arrows to offset in that direction. 


Moving on when you've taken a look at your office, you'll want to '''converse with your fellow PO''' to decide who will be flying which dropship, usually one is a dedicated transport with the other being used as a dedicated gunship, after that you'll want to ask an [[Maintenance Technician|MT]] on the engineering channel to assist you in gearing up your drop-ship or if no-one is available you'll need to hop into a powerloader and handle it yourself. Once that's done you'll probably want to equip yourself with something a little harder-hitting than the 88 MK4 you're provided and head to RO to grab some attachments for it. You can read about attachments [http://www.colonial-marines.com/wiki/Marine_Equipment#Weapon_Attachments here.]
[[File:CAS-OffsetX.png|980px]]
Once all that's done you'll want to double-check all your gear, make sure you're fed, and go over your drop-ship's systems once more before the marines finish their briefing.


East''(Positive numbers)'' is <span style="color:#FFD800">YELLOW</span> - Right, and West''(Negative numbers)''is <span style="color:#FFFFFF">WHITE</span> - Left. In this <span style="color:#FF006E">PINK</span> - Example it is offset 5 Tiles East of the origin.


Once briefing is done, join the stampede to the hangar (if you weren't there awaiting the marines already). You want to get to your cockpit, which is basically your second home, as soon as possible and announce in the Command channel that you're ready to depart. Give the marines some time to make it to the respective drop-ship and organize themselves but after a couple minutes when all the seats are filled then you should depart.
[[File:CAS-OffsetY.png|980px]]


=Transport Missions=
North''(Positive numbers)'' is <span style="color:#FFD800">YELLOW</span> - Up, South''(Negative numbers)'' is <span style="color:#FFFFFF">WHITE</span> - Down. In this <span style="color:#FF006E">PINK</span> - Example it is offset 5 Tiles South of the origin.
'''Transport''' missions as the PO effectively means you'll be ferrying marines to and from the planet which helps keep a steady stream of reinforcements coming in and Injured being evaced. Make sure each time you land to announce over general communications that you've landed and make sure to state that you'll be departing in X minutes. By doing this it allows for marines to say if they require you to hold so they can load on injured.


[[File:CAS-OffsetReset.png|980px]]
The <span style="color:#FFD800">YELLOW</span> - Center button is for resetting the offset to 0, 0. Thus having no offset.
{| class="mw-collapsible mw-collapsed" style="width:100%; text-align:center;"
|+ '''Offset Camera Examples'''
|-
|[[File:CAS-ViewingCameraNoOffset.png|980px]]
|-
| In the example above you can see <span style="color:#FFD800">YELLOW</span> - Offset is 0, 0 No offset. And the camera is centered on the origin point the flare. This is were the Fire Mission would originate from if it was Step 0. But there is no Step 0 so it will start right next to it in the Vector direction.
|-
|[[File:CAS-ViewingCameraSmallOffset.png|980px]]
|-
| In the example above you can see <span style="color:#FFD800">YELLOW</span> - Offset is -5, 4 This is the 5 tiles West and four North, and we can see the flare to the south east of the center of the view in the <span style="color:#FFFFFF">WHITE</span> - Camera view.
|-
|[[File:CAS-ViewingCamera.png|980px]]
|-
| In the example above you can see <span style="color:#FFD800">YELLOW</span> - Offset is -12, 12 This is the furthest West and North you can go, and we can no longer see the flare in the <span style="color:#FFFFFF">WHITE</span> - Camera view.
|-
|}
----
'''Note:''' ''Both Vector and Offset do not reset after a completed FM so you will need to change them if needed for a new attack.''


During transport missions you may come under attack, if that becomes the case remember to use the shutters button to lockdown the drop-ship and then notify the marines over general communications that you are under attack at the relevant landing zone.
'''Note:''' ''If the signal is under a metal ceiling or underground, you'll still be able to execute the fire mission and see the damage you caused when the fire mission is under way. But if it's deep underground, you won't be able to see anything or fire at all, yet still be able to Execute it without firing a single shot.''


=Close Air Support Missions=
====Target Selection====
Most pilots can get you from Point A to Point B, but only the more skilled ones are capable of blowing the fuck out of Point C at the same time.
The last component to discuss is the Target
'''Close Air Support''' or CAS for short, is one of the few duties the USCM's pilot officers have outside of transporting troopers, a PO wanting to go on a 'Fire Mission' as the console labels it, will need to click on the Toggle button below where it states what mission you're set to, keep in mind the console likes to swap back to Transport at the end of a Fire Mission so double check what you're set to before launching again.  
[[File:CAS-TargetFullyConfigured.png|980px]]


The right hand side buttons are <span style="color:#FFD800">YELLOW</span> - Targets available to select they will come with a Squad letter A,B,C,D,E,F or sometimes X for command or auxiliary depending on who threw it and a number to identify which target you want. JIMA Flags will start with J. If you're being called in by a JTAC Make sure you have the right signal selected.
Further verification of the right signal can be found with the <span style="color:#FFFFFF">WHITE</span> - Location Name.


Once you've selected fire mission and launched your dropship, you'll want to select one of your ship's weapons in the little menu provided, simply click on the name of the gun and await for a target button to appear in the area below your weaponry table, once a laser designator has marked a target the option to fire on it will appear here with a Target: Location Name indicator, click on this until you either run out of ammo or the laser disappears and you'll have done your job.
Once you're happy with your offsets and the Fire Mission you've selected, your vector, offset are all configured to your and the JTACs requirements the <span style="color:#0026FF">BLUE</span> - Guidance Computer will read '''READY''', and you can then execute your Fire Mission and watch your Camera to see the dropship unleash devastating firepower against anything in the strike zone. After the fire mission is completed, you'll return to a sub-orbital route that'll allow you to commence another fire mission provided you have the ammo and the time, or abort and land.


=Attachable Weapon Systems=
=Example Weapon Loadouts=
Alright so you're looking to pimp your ride with the '''best and most dangerous guns''' the USCM can afford? Well, while keeping in mind you've only got four weapon slots per drop-ship, here's what we've got available:
It's important to keep in mind what weapons you have installed on the dropship as all 4 weapons usually combine into one set up, for more organized and increased damage, some commonly used CAS weapons choices are:
*4 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]]
*2 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]], 2 Guided Missile Launchers [[File:Rocket_Pod.png|16px]]
*2 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]], 1 Guided Missile Launcher [[File:Rocket_Pod.png|16px]], 1 Laser Cannon [[File:Laser.png|16px]] or GAU-21 30mm Cannon [[File:GAU.png|16px]]
*2 Rocket Pods [[File:Minirocket_Pod.png|24px]], 2 Laser Cannons [[File:Laser.png|16px]] or GAU-21 30mm Cannons [[File:GAU.png|16px]]
Each weapon has a different cool down on how fast you can fire it in firemission. Listed below will tell you the cool downs of each weapon available:
{| style="border: 2px solid black;"


! style="background-color:#A9A9A9;" |'''Equipment:'''
! style="background-color:#A9A9A9;" |'''Cool down:'''
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''Missile Launcher'''
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |The Missile Launcher is a single shot weapon that can be placed anywhere on the gimbal. But due to it having only one missile available in the pod, you're going to need to reload it for every time you fire it.
'''Fires only one Missile.'''
An example of how this would be seen on a gimbal is presented like this: '''Fire.'''
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''Mini-Rocket Pod'''
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |The Mini-Rocket Pod has the ability to fire multiple small explosive rockets at a target. But they have a small cool down of two spaces.
'''Fires 1 Mini-Rocket, per step.'''
An example of how this would be seen on a gimbal is presented like this: '''Fire, wait, wait, fire.'''
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''GAU-21 'Rattler' 30mm Cannon'''
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |The GAU is an effective weapon that will be able to clear out large  areas as well as do plenty of damage on a target. It has the smallest cool down (barring the rocket pod) which allows you to fire in quick succession against a target.
'''Fires 20 rounds per step and 40 rounds with the Anti Tank rounds.'''
An example of how this would be seen on a gimbal is presented like this: '''Fire, wait, fire.'''
|-
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |'''LWU-6B Laser Cannon'''
| style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |The Laser Cannon is the most effective weapon available to the gunship pilots. It is perfectly suitable for the use of fire missions as it will shoot a line of extremely damaging fire against the target. But this weapon has the longest cool down of them all. Having to wait 3 steps before you can fire again, this weapon has a trade off of being extremely powerful for having a long cool down.
'''Fires 10% of the battery's power per step.'''
An example of how this would be seen on a gimbal is presented like this: '''Fire, wait, wait, wait, fire.'''
|}
----
=Dropship Weapons and Modules=
The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. Some of these systems are available in the repair bay at the north of the hangar, with ammo for the weapons to be printed from the dropship fabricator.
Simply climb into a powerloader (''click-drag yourself onto it, or right click -> enter powerloader''), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (Rockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there's already expended ammo inside, just take it out with an empty clamp. Finally for the engine upgrades, simple click on the engine attachment point with said upgrade and you'll install it easily.
There is also a matrix upgrade for your camera, an upgrade that only the research department can create for you which gives you night vision or extended field of view. Ask them to learn more.
==Attachable Weapon and Utility Systems==
If you want to pimp your ride, the USCM's got nothing but the best and most dangerous armaments.


{| class="wikitable"
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Attachable Weapon System:
! style="background-color:#A9A9A9;" width="150" |Attachable Weapon System:
! style="background-color:#A9A9A9;" |Description:
! style="background-color:#A9A9A9;" |Description:
|-
|-
![[File:Rocket_Pod.png|64px]]<br>Standard-Issue Rocket Pod
![[File:Rocket_Pod.png|64px]]<br>LAU-444 Guided Missile Launcher
|Technology like this stands to prove the old adage of "If it ain't broke, don't fix it", by utilizing a delivery system that's been widely used for centuries, and still managing to improve on it in regards to accuracy, payload quality and a substantial decrease in equipment weight. These suckers only pack one missile at a time but they've got various flavours of death to load up, such as the penetrating Keeper II's, the highly explosive Banshees or the Napalm laced Widowmakers.
|"If it ain't broke, don't fix it". A time-tested delivery system that's been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.
 
{| class="mw-collapsible mw-collapsed" border="1"
|+ style="text-align:left;" |'''Ammunition:'''
|-
|-
![[File:Minirocket_Pod.png|64px]]<br>Standard-Issue Mini-Rocket Pod
![[File:Widowmaker_Rocket.png|64px]]<br>AIM-224B<br>'Widowmaker'
|The bigger rockets are all well and good, but when you've got hostiles right on top of your fortifications the last thing you want is to be lit up by a Widowmaker or a GAU strafing run, that's where the Mini-rocket system comes in with a smaller payload, more ammunition and it's ability to soften up hostile armour and take out infantry that are right next to you without actually hitting any friendlies. This thing's only takes standard issue munitions, no special armour-piercing or napalm rockets for this one, however the lower likelihood of friendly-fire still makes it an appealing choice.
| width="160" |
'''Damage/Falloff''': 300/40
 
'''Fire/Burn:''' -
 
'''Travel Time''': 3 seconds
|One of the larger rockets, the Widowmaker is packed with high-grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.
|-
![[File:Keeper_Rocket.png|64px]]<br>GBU-67<br>'Keeper II'
|
'''Damage/Falloff''': 450/100
 
'''Fire/Burn:''' -
 
'''Travel Time''': 2 seconds
|A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP missile. While a direct hit obliterates armoured foes, don't expect it to be useful against large groups of hostiles due to its small area of effect.
|-
![[File:Banshee_Rocket.png|64px]]<br>AGM-227<br>'Banshee'
|
'''Damage/Falloff''': 175/20
 
'''Fire/Burn:''' 4/15
 
'''Travel Time''': 6 seconds
|The Banshee will scream "Welcome to Vietnam" for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.
|-
![[File:Fatty_Rocket.png|64px]]<br>BLU-200<br> 'Dragons Breath'
|
'''Fire/Burn:''' 4/25
 
'''Travel Time''': 5 seconds
|If the Banshee wasn't hot enough for you, the BLU-200 Dragons Breath trades all of its explosive power for raw fire. '''Due to its thermobaric nature, it will pull in any target close to the blast.'''
|-
![[File:Napalm_Rocket.png|64px]]<br>AGM-99<br>'Napalm'
|
'''Damage/Falloff''': 200/25
 
'''Fire/Burn:''' 6/60
 
'''Travel Time''': 6 seconds
|The XN-99 'Napalm' is an incendiary rocket used to engulf areas in giant fireballs. Exploding in a 9x9 fire ball, not much can survive the ensuing firestorm. '''Can not be fired during a Fire Mission. Must be fired using direct bombardment.'''
|-
![[File:Harpoon_Rocket.png|80px]]<br>AGM-184<br>'Harpoon'
|
'''Damage/Falloff''': 150/16
 
'''Fire/Burn:''' -
 
'''Travel Time''': 5 seconds
|The AGM-84 Harpoon is an Anti-Ship Missile, designed and used to effectively take down enemy ships with a huge blast wave with low explosive power. This one is modified to use ground signals.
|-
|-
![[File:GAU.png|64px]]<br>GAU-21 'Rattler' 30mm Cannon
<!--
|Throughout the history of mankind, military men and women have always known that the best solution to any problem where brute force isn't working, is to apply even more excessive amounts of brute force, and in terms of high-velocity weaponry suited for both air combat and CAS, this is the USCM's solution for their drop-ships. The 'Rattler' fires 30mm high-explosive rounds in 20 round bursts at an incredibly high velocity in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT, with each box magazine containing 200 rounds this baby can hold her own for long enough in a real firefight, just make sure your buddies stay out of danger close, this bad-girl doesn't care what she hits.
![[File:Fatty_Rocket.png|64px]]<br>SM-17<br>'Fatty'
|The SM-17 'Fatty' is a special ordnance rocket. Nicknamed 'Fatty' for its slow velocity and large payload, which splits into a large cluster of devastation preceded by a single centered hit. '''Can not be fired during a Fire Mission. Must be fired using direct bombardment.'''
|-
-->
|}
|-
![[File:Minirocket_Pod.png|64px]]<br>LAU-229 Rocket Pod
|Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy.
 
{| class="mw-collapsible mw-collapsed" border="1"
|+ style="text-align:left;" |'''Ammunition:'''
|-
! width="120" |[[File:Minirocket_Stack.png|64px]]<br>AGR-59 'Mini-Mike'
| width="160" |
'''Damage/Falloff''': 200/44
 
'''Fire/Burn:''' -
 
'''Travel Time''': 8 seconds
|A pack of 6 laser guided minirockets.
|-
|-
![[File:Sentry_Deployable.png|64px]]<br>Sentry Deployment System
![[File:Minirocket_incin_Stack.png|64px]]<br>AGR-59-I 'Mini-Mike'
|This handy-dandy system contains one UA-577 Gauss Turret, much more powerful and accurate than the standard UA-571-C Sentry Guns, these things are great for drop-ships landing in hot LZ's and do a good job of deterring any hostiles attempting to sneak aboard when nobody's looking. They come installed with a super-cell battery as well as a 300 round box magazine, both of these will ensure it remains powered and loaded for a while but they will eventually run out of both bullets and power, so keep these things in mind for those longer missions.
|
'''Damage/Falloff''': 200/44
 
'''Fire/Burn:''' 3/25
 
'''Travel Time''': 8 seconds
|A pack of 6 laser guided incendiary minirockets.
|-
|-
![[File:Machinegun_Deployable.png|64px]]<br>Machinegun Deployment System
|This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship, providing a solid barrier against any hostiles attempting to outmanoeuvre the side-mounted Gauss Turrets and any other defences you may have. It's got 1500 rounds locked & loaded as well as an enhanced scope for extra range, just make sure you don't try shooting past friendlies with this thing, unlike the handheld smart-guns this thing doesn't have an IFF feature.
|}
|}
|-
![[File:GAU.png|64px]]<br>GAU-21 'Rattler' 30mm Cannon
|Military men and women know that the best solution for when brute force doesn't work, is to apply even more excessive amounts of brute force. The 'Rattler' system delivers bursts of 30mm rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.
'''This weapons system can be fired while in Transport mode.'''


=Reloading Procedures=
{| class="mw-collapsible mw-collapsed" border="1"
|+ style="text-align:left;" |'''Ammunition:'''
|-
! width="100" |[[File:30mm_Ammo.png|64px]]<br>PGU-100 Multi-Purpose 30mm ammo crate
| width="160" |
'''Damage/Falloff''': 150/0


So you've fired your weapons, and now need to reload. Not to worry, here's a basic guide to reloading!. Please note, you will need a Powerloader to perform any reloading action.
'''Fire/Burn:''' -
 
'''Armour Penetration''': 10
 
'''Travel Time''': 10 seconds
|PGU-100 30mm Multi-Purpose ammo designed to penetrate light (non reinforced) structures, and lightly armed targets. However, it lacks armor penetrating capabilities, for which Anti Tank 30mm ammo is needed. Contains 400 rounds per crate and uses 40 rounds per burst.
|-
![[File:30mm_Highvelocity_Ammo.png|64px]]<br>PGU-105 30mm Anti-tank ammo crate.
| width="160" |
'''Damage/Falloff''': 95/0


*The first step you need to do is unload the expended ammunition from the desired dropship armament. To do this, simply walk up to said weapon in your Powerloader, and click on it.
'''Fire/Burn:''' -


*Next, collect the ammo (mini-rockets, 30mm, etc) you wish to load with a powerloader. Please note, whilst most dropship armaments will only take one type of ammunition, Rocket pods can take 3 missile types.
'''Armour Penetration''': 40


*Finally, walk it over to the weapon, load said ammo in, and light up more hostiles to your hearts content!
'''Travel Time''': 6 seconds
|PGU-105 Specialized 30mm APFSDS Titanium-Tungsten alloy penetrators, made for countering heavily armoured targets. It is much less effective against soft targets however, in which case 30mm Multi-Purpose ammunition is recommended. Contains 400 rounds per crate and uses 30 rounds per burst
|-
|}
|-
![[File:Laser.png|64px]]<br>LWU-6B Laser Cannon
|The LWU-6B Laser Cannon has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations.


'''This weapons system can be fired while in Transport mode.'''


==Weapon System Ammunition==
{| class="mw-collapsible mw-collapsed" border="1"
|+ style="text-align:left;" |'''Ammunition:'''
|-
! width="100" |[[File:Laser_Ammo.png|64px]]<br>HBTU-17/LW Hi-Cap Laser Battery
| width="160" |
'''Damage/Falloff''': 0/0


'''Fire/Burn:''' 5/75


{| class="wikitable"
'''Travel Time''': 1 second
! style="background-color:#A9A9A9;" width=150|Weapon System Ammunition:
|A high-capacity laser battery used to power laser beam weapons.
! style="background-color:#A9A9A9;" |Description:
|-
|}
|-
![[File:Sentry_Deployable.png|64px]]<br>A/A-32-P Sentry Defense System
|This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired and reloaded just like standard Sentry Gun.
|-
|-
![[File:Keeper_Rocket.png|128px]]<br>GBU-67 'Keeper II'
![[File:Machinegun_Deployable.png|64px]]<br>MTU-4B Door Gunner Hardpoint System
|A smaller casing for a payload that packs a huge punch, this thing's used mainly for cracking bunkers and blowing up hostile armour, it's got a small blast radius to maximize the damage on a single area however, so it's not great against large groups of hostiles.. To put it simply, it's your AP rocket. '''Load into the Standard-Issue Rocket Pod'''
|This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship or on the weapon attachment points on the wings of the dropship, providing a solid barrier against anyone sneaking in from the backyard and sides. Loaded with 1500 rounds and given an enhanced scope for extra range with IFF.
|-
|-
![[File:Banshee_Rocket.png|128px]]<br>AGM-227 'Banshee'
![[File:Med_Evac_System.png|64px]]<br>RMU-4M Medevac System
|This one utilizes a larger casing than the 'Keeper II', because it's full up of a highly explosive payload, commonly loaded for air combat due to it's highly damage shrapnel and large blast radius it also works well against infantry and lighter armoured vehicles. This one's basically your HE rocket. '''Load into the Standard-Issue Rocket Pod'''  
|A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.. You can recover them in '''Flyby mode''' AND '''transport mode.'''  '''One spawns at the start of a round.'''
----
'''Usage:'''
*Listen out over squad comms and medical comms for a squad corpsman requesting a Medevac.
*Fly in either '''Flyby''' or '''Transport'''.
*Acquire lift targets through the dropship weapons and utilities console.
*Once a target has been found go to the Medevac system at the back and click on it to winch up the injured marine.
 
'''Note:''' ''that the winch system has a cooldown of 1 minute between each use and only a pilot or dropship crew chief can use it.''
|-
|-
![[File:Widowmaker_Rocket.png|128px]]<br>AIM-224 'Widowmaker'
![[File:Fulton_System.png|64px]]<br>RMU-19 Fulton Recovery System
|The largest of the three rockets, this thing contains the USCM's special mix of napalm as well as an explosive warhead to ensure that whatever it hits won't be getting up and out of the fire anytime soon, easily your best option against large groups of infantry as it has a sizeable blast radius, and heavy armored or not they'll still burn. This one's for those of you that love the smell of napalm in the mornin'. '''Load into the Standard-Issue Rocket Pod'''  
|This container holds a Fulton recovery system that allows you to collect objects attached to Fulton recovery balloons. You can recover them in '''Flyby mode''' AND '''transport mode.''' You can recover crates and unreviveable dead bodies. '''One spawns at the start of a round.'''
----
'''Usage:'''
*Listen out over any communications channel for someone to state a Fulton balloon is up.
*Fly in either '''Flyby''' or '''Transport'''.
*Acquire targets with the weapons and utilities console.
*Once a target has been found, the Fulton Recovery System will automatically retrieve the package.
*This has small cool down once collected.
|-
|-
![[File:Minirocket_Stack.png|128px]]<br>Minirocket Stack
![[File:Launchbay.png|64px]]<br>LAG-14 Internal Sentry Launcher
| A pack of 6 laser guided minirockets. '''Load into the Standard-Issue Mini-Rocket Pod'''
|A standard issue launch bay, Primary used to launch area-of-denial sentries. You can use it  in '''Flyby mode''' AND '''transport mode.'''
----
'''Usage:'''
*Load in a sentry into the launch bay.
*Fly in either '''Flyby''' or '''Transport'''.
*Acquire targets with the weapons and utilities console.
*Once a target has been found, You may launch the sentry to the location.
|-
|-
![[File:30mm_Ammo.png|128px]]<br>30mm Ammo Crate
![[File:Rappel_System.png|64px]]<br>RHPU-1 Paradrop Deployment System
|A crate containing 200 30mm high-explosive rounds. '''Load into the GAU-21 'Rattler' 30mm Cannon'''
|This container holds electronic systems which allows marines to tactically paradrop right into combat. '''One spawns at the start of a round.'''
----
'''Usage:'''
*Fly in '''Flyby'''.
*Make sure you pack enough parachutes.
*Target a flare or laser from the Target Menu.
*Lock the flare from the Paradrop Deployment System's Equipment Menu.
*The rear door will open automatically and the marines can now run out the back.
*That's it! Marines can now paradrop by simply clicking on the rappel deployment system.
|-
|-
![[File:RotatingAmmoDrum .png|128px]]<br>M30 Box Magazine
|M30 Box Magazine (10x28mm Caseless) '''Load into the UA-577 Gauss Turret '''
|}
|}


=Dropship Upgrades=
==Attachable Electronics==
==Attachable Electronics==
Want to improve the accuracy of your weapon systems? Or perhaps you'd rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you've only got 2 electronic slots when Detective Gadget'ing up your ship with these fancy gubbinz:
Want to improve the accuracy of your weapon systems? Or perhaps you'd rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you've only got 2 electronic slots when Detective Gadget'ing up your ship with these fancy gubbinz:


{| class="wikitable"
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Attachable Electronic System:
! style="background-color:#A9A9A9;" width="150" |Attachable Electronic System:
! style="background-color:#A9A9A9;" |Description:
! style="background-color:#A9A9A9;" |Description:
|-
|-
![[File:Spotlight.png|128px]]<br>Spotlight
![[File:Spotlight.png|64px]]<br>AN/LEN-15 Spotlight
|A high-powered spotlight with a protective glass casing ensures you'll always have an illuminated landing zone, plus a bit extra.
|A high-powered spotlight with a protective glass casing ensures you'll always have an illuminated landing zone, plus a bit extra.
|-
|-
![[File:Targeting_System.png|64px]]<br>Targeting System
![[File:Targeting_System.png|64px]]<br>AN/AAQ-178 Weapon Targeting System
|An advanced system that's much better at tracking laser-guided beacons than the standard equipment the drop-ships come with, essential for drop-ships planning on making accurate rocket strikes or a few GAU strafing runs.
|An advanced system that's much better at tracking laser-guided beacons than the standard equipment the drop-ships come with. Calculates optional firing patterns to minimize traveling time. Essential for drop-ships planning on making accurate and fast missile strikes or a few GAU strafing runs. '''Not necessary for Fire Missions'''.
'''Speeds up traveling time of the missile as well as improves accuracy on direct strikes'''
 
|-
<!---![[File:Laser_detector.png|64px]]<br>Laser Detector System
|Advance camera system that allows the operator to observe the target area of a painted laser target on the ground, can assist the operator to determine if a laser target is worth firing upon. '''You can use the camera before committing to firing direct or starting a fire mission without this module'''
 
'''Temporarily unavailable.'''--->
|-
![[File:Landing_detector.png|64px]]<br>AN/AVD-60 LZ Detector
|Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground. Only works while in flight, not while docked.
|}
|}


==Attachable Engine Upgrades==
==Attachable Engine Upgrades==


Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here's a couple solutions to your problems, keep in mind you'll want to actually open up the engine ports with a powerloader before trying to shove these things inside:
Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here's a couple solutions to your problems. Using two of the '''same''' engine upgrades will '''not''' enhance your dropship. Two different engine upgrades '''will''' work however. (Double cooling systems or double fuel enhancers won't be more efficient, only one is counted for this purpose)


{| class="wikitable"
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Attachable Electronic System:
! style="background-color:#A9A9A9;" width="150" |Attachable Electronic System:
! style="background-color:#A9A9A9;" |Description:
! style="background-color:#A9A9A9;" |Description:
|-
|-
![[File:Cooling_System.png|128px]]<br>Cooling System
![[File:Cooling_System.png|64px]]<br>Cooling System
|Essentially a better version of the one the drop-ship already employs, plop this in your engines and you'll see a huge decrease in engine cooldown times, ensuring you'll be ready to take-off at the drop of a hat, even if you just landed.
|A more efficient cooling system then the default one. Attach this in your engines and you'll see a huge decrease in engine cooldown times, ensuring you'll be ready to take-off at the drop of a hat, even if you just landed. '''One spawns at the start of a round.'''
|-
|-
![[File:Fuel_Enhancer.png|128px]]<br>Fuel Enhancer
![[File:Fuel_Enhancer.png|64px]]<br>Fuel Enhancer
|This piece of tech improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire.
|Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. Additionally on flyby, it extends the amount of time you have for undertaking fire missions as well as using the Medevac system. '''One spawns at the start of a round.'''
|}
 
==Dropship Part Fabricator==
[[File:Dropship_part_fabricator.png|thumb]]The dropship part fabricator is the primary way for you to get equipment for your dropships, or to replace ammunition that you've completely run out of. It works by a point system, with '''one point being earned every two seconds'''. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.
 
[[File:CAS_Partfab_1.1.png|600px]]
<br>Highlighted in '''<span style="color:#00FF00">Green</span>''' is equipment for all your needs including Engine Upgrades, Weapons, and Support modules, and highlighted in '''<span style="color:#FF0000">red</span>''' is the ammo to supply all the weaponry at your disposal. To print something, simply click "Fabricate" and, if it has enough points, it will start printing. Below are detailed prices and estimated time to accumulate that much points.
{| class="wikitable"
!Equipment
!Cost in points
!Amount of time required to generate that many points
|-
|A/A-32-P Sentry Defense System
|500
|17 minutes
|-
|MTU-4B Door Gunner Hardpoint System
|300
|10 minutes
|-
|-
|LAG-14 Internal Sentry Launcher
|400
|13 minutes
|-
|Fuel enhancer
|800
|27 minutes
|-
|Cooling system
|800
|27 minutes
|-
|AN/LEN-15 Spotlight
|300
|10 minutes
|-
|AN/AAQ-178 Weapon Targeting System
|800
|27 minutes
<!---|-
|Laser detector
|400
|13 minutes--->
|-
|AN/AVD-60 LZ Detector
|400
|13 minutes
|-
|GAU-21 30mm cannon
|400
|13 minutes
|-
|LAU-444 Guided Missile Launcher
|600
|20 minutes
|-
|LAU-229 Rocket Pod
|600
|20 minutes
|-
|LWU-6B Laser Cannon
|500
|17 minutes
|}
{| class="wikitable"
!Ammo
!Cost in points
!Amount of time required to generate that many points
|-
|PGU-105 30mm Anti-tank ammo crate.
|325
|Around 11 minutes
|-
|PGU-100 Multi-Purpose 30mm ammo crate
|275
|Around 9 minutes
|-
|BTU-17/LW Hi-Cap Laser Battery
|200
|6 minutes
|-
|AIM-224B 'Widowmaker'
|300
|10 minutes
|-
|AGM-227 'Banshee'
|300
|10 minutes
|-
|BLU-200 'Dragons Breath'
|300
|10 minutes
|-
|GBU-67 'Keeper II'
|300
|10 minutes
|-
|AGM-99 'Napalm'
|500
|17 minutes
|-
|AGR-59-I 'Mini-Mike'
|500
|17 minutes
|-
|AGR-59 'Mini-Mike'
|300
|10 minutes
|-
|AGM-184 'Harpoon II'
|200
|6 minutes
|-
|A/C-49-P Air Deployable Sentry
|800
|27 minutes
|}
|}


=Communication=
=Communication=
Communication as the Pilot Officer, otherwise known as the PO is key to being a successful pilot. You may ask why communication is required as someone who flies a dropship all day, well it's required because otherwise you aren't playing the job to it's maximum potential and being useful to the marines. When you find yourself playing the PO you'll want to be communicating in general comms and announcing the time when you plan to leave to depart from your current location giving marines and other jobs the time to get to your dropship of choice, if someone says "Hold" or "Wait" it's usually because they need to evac someone so wait for them to get the injured aboard, if it's on the Almayer you'll generally here "Wait" and "Hold" because a marine is late and in that regards just launch, it's better that the you keep flying at a continuous rate then wait for one marine because they took too long getting an attachment. In regards to Fire Missions, you will most likely want to set one drop-ship as a Dedicated Gunship and it will be the pilot of that ship's job to stay in contact with [[Squad Leader|Squad Leaders]], whom will mark targets with their Laser Designators for the Gunship to fire on, be sure to let SL's know when you are and aren't ready to go on a Fire Mission lest they are led to believe they have Air Support available when really they don't.


It's all well and good to know how your dropship works, but at the end of the day you're also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible.
==Command channel (''':v''')==


===Requisitions===
As the PO, you'll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.
Requisitions will normally load crates onto your dropship meaning that when you land you will need to announce that you have supplies to drop off to the marines otherwise they won't know they have any. Sometimes if the supplies that are loaded onto your dropship are specialised for example, sentry crates and specialist weapon armour it's good to announce that so the relevant jobs can come to the LZ to pick up the supplies. It's useful as a PO to relay supplies that are needed if you see that the marines are lacking anything but usually that can be left down to command.


==JTAC channel (''':j''')==


===Medical===
In case you choose to do CAS ( Close Air Support ) Instead of transport, you will be communicating more in this channel as Squad leaders and JTAC kit users will be calling you for fire support and you have to provide it to ensure the victory on the ground. They will laze targets for you and sometimes specifying which type of ammo they want to be dropped. You can also watch the effect of your fire support by watching the cameras in the weapons console.
If injured are loaded aboard your dropship you'll want to inform command/medical that injured are on the way if possible, if you needed to leave straight away prepare a general comms message (general comms because that way you'll also get normal marines help move injured to medical.) for when you land that injured are aboard and need to be taken to medical.  
Ex: " Alpha lead here, Requesting CAS 6 west of my laze, Fire when ready ! "


==Intel channel (''':t''')==


===Engineering===
The Intel channel is good to liaise with RTO's or marines who have decided to take the fulton recovery device to recover xeno corpses, or with Intelligence Officers who have intel to deliver and load, unload or fulton onto and from your dropship.
If your desired ship gets battered and beaten by the lizard savages then not fear because if you contact the MT's or [[Chief Engineer|CE]] they'll fix your precious flying machine if given the time, if marines desperately are calling to evac wounded or they need a ride to retreat back on, launch as soon as possible even if you are missing windows and doors, it's better that you reach the marines in time to help.


==Medical Channel (''':m''')==
The medical channel is good to communicate with medics that try to Medevac their patients up to your dropship, usually they will ask if you installed the Medevac module, and if you about to Medevac someone, ask injuries with the patient so you know how to stabilize the patient and if you need to land immediately(e.g. infected with xenomorph larva.)


===Command===
=Your Skillset=
Contacting command as the PO is highly useful for the members in command as you can give an opinion on if the LZ (Landing Zone) will hold against the alien savages that are attacking or if it won't as usually by that point the marines over squad comms are silent or are screaming for an evac, so make sure that when you arrive to marines requiring an evacuation give an opinion to command on whether thee marines can hold the current defences or if you are retreating with the marines as it'd just be a waste of manpower and resources to carry on holding.
{{MarineSkills
|firearms=1
|endurance=1
|leadership=1
|medical=2
|surgery=1
|piloting=2
|powerloader=2
|jtac=2
|fireman=1
}}


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


==Tips==
=Tips=


*Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad's frequency when you've just arrived and are about to depart. You want to be efficient with your trips as much as possible.
*A special benefit to being a Pilot Officer is that you're allowed to boss around marines while they're on your shuttle. Don't tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM's ship and thus the Commanding Officer's ship).
*Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.
*If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you're on the Almayer.
*If you want to run CAS using direct bombardment while on trasport, consider using the fuel efficiency module. More time in the air is good if you want to maximize your chances of being airborne when a CAS request comes through.
*You can combine partially used mini rocket racks/30mm ammo boxes together with the power loaders. Simply take one of them into one claw and click on the other one. It will either combine or transfer ammunition to the other one.
*You can install two Medevac systems onto the same dropship to allow you to recover more wounded.
<!--* You cannot launch the dropship if the APC is blocking the rear door. -->
*Grabbing a more heavy gun than your side arm when you are on the transport dropship to deal with hostiles that try to get a ride up to the ship more reliably is usually a good choice


* Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Common frequency when you've just arrived and are about to depart. You want to be efficient with your trips as much as possible.
=Guides=
* You may take a M37A2 Pump Shotgun, always loaded and ready to go whenever those pesky xenos decide to go full koolaid man on a window or a door. Don't expect wounded marines to help you. Its great when they do help and manage not to friendly fire you with their highly inaccurate assault rifles but don't count on it. Depend on yourself for the protection of your ship.
Below are user made guides for more in-depth learning. '''Information may be outdated'''
* A special benefit to being a Pilot Officer is that you're allowed to boss around marines while they're on your shuttle. Don't tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM's ship and thus the Commander's ship).
*[http://forum.cm-ss13.com/t/cas-whats-good-whats-bad-i-dont-know-but-heres-a-arbitrary-opinionated-guide-on-it/401 CAS, what’s good? what’s bad? I don’t know but here’s a arbitrary opinionated guide on it.] by Jam March 8th 2023
* Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.
*[http://cm-ss13.com/viewtopic.php?f=135&t=16939 Smashing that motherfucking lockdown button] by Bronimin on 19 Apr 2018
* If there is damage to your craft. Be sure to request for a Maint. Tech or the Chief Engineer to come repair it, the next time you're on the Almayer.
*[http://cm-ss13.com/viewtopic.php?f=94&t=15560 CAS Weaponry, Loadouts, and You] by Tisx on 22 Nov 2017
*[http://cm-ss13.com/viewtopic.php?f=94&t=15341 Guide to being "Death From Above" -A PO CAS Guide] by mizolo on 02 Nov 2017
*[http://cm-ss13.com/viewtopic.php?f=94&t=13902 How to have great CAS] by Roland410 on 11 Jul 2017
*[http://cm-ss13.com/viewtopic.php?f=94&t=11874 What makes a good PO?] by liltiptop on 22 Mar 2017

Latest revision as of 17:31, 4 October 2025

COMMAND
Pilot.png
Pilot Officer
Difficulty: Medium
Supervisors: Auxiliary Support Officer
Rank: Second Lieutenant
Duties: Pilot and maintain the dropships.
Guides: Located at the bottom of the page.
Unlock Requirements: Two hours as Dropship Crew Chief
Detailed Description:
|__________|
Your job is to fly, protect, and maintain the ship's dropship.

While you are an officer, your authority is limited to the dropship, where you have authority over the enlisted personnel. If you are not piloting, there is an autopilot fallback for command, but don't leave the dropship without reason.

As the pilot officer you answer to the auxiliary support officer and the acting commander. Special circumstances may change this.
|__________|


"We're in the pipe, five by five." ― Cpl. Ferro, Aliens

The Pilot Officer, is split into two roles; Dropship Pilot and Gunship Pilot, as the name indicates, pilots the ships of USS Almayer. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their AUD-25 dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July. Either can take on the others role should they be unavailable to do so.

Overview

Congratulations lieutenant! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (:v). Your Pilot's Bunks (east of CIC), and your Office (north of lower medbay and directly east of the pilot workshop), should have everything you need for the mission, If you're going somewhere cold, grab a coif!

The two dropships assigned to the piloting team at the hangar are the Alamo, and the Normandy, Both can go to any Landing Zone(LZ). They can fly two different kinds of missions: Transport and Fly By. The Alamo is conventionally the Dropship, and the Normandy the Gunship. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, You can also ask the engineering department(:n) to give you a hand and help you.


Attaching the parts and loading weapons

To attach modules onto your dropship, you will first need to know how to operate a cargo loader. To board this iconic piece of hardware, simply drag your sprite onto it. Now, only people who are trained in the powerloaders skill can board and operate a cargoloader.
Notice how you have 2 clamps on that thing? That means you can hold 2 items at the same time without having to drop anything. To pick up a module, weapon or ammunition, simply click on it with an empty clamp and you will collect it with your loader.


  • To install the module, click on one of the available slots on the dropship that corresponds to the module type with the module in your clamp to install it.

  • To load ammunition into a module you need to click on the installed weapon with its corresponding ammunition type in the clamp to load it. To drop a module, simply click on an empty tile next to you. You can additionally combine ammunition by having both stacks of ammo in both clamps of the powerloader, and then just clicking on the other clamp holding one set of ammunition to combine them.

  • To remove a weapon from a slot, simply click on the weapon or the slot that it's in with an empty clamp.


Different Mounting Points

Mounting Point: Description:
Engine.png
Engine Mount Point
Install Engine Attachments here: Fuel Enhancers and the Cooling System.
Support.png
Support Equipment Mount Point
Install Support equipment here: Medevac System, the Fulton Recovery System and optionally a machine gun or a sentry.
Weapon1.png
Weapon Mount Point
Install Weapon Mounts here: LAU-444 Guided Missile Launcher, LAU-229 Rocket Pod, GAU-21 'Rattler' 30mm Cannon, LWU-6B Laser Cannon, A/A-32-P Sentry Defense System, and the MTU-4B Door Gunner Hardpoint System.
Electronic.png
Electronics Mount Point
Install Weapons on the OUTER fitting and Electronics on the INNER fitting. Same Weapons as on the other mounting point. The Electronics are: Spotlight, Targeting System and the Landing Zone Detector System.

The Essentials of Piloting

The lions' share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:


  • The camera console on the left allows you to watch over the dropship's cameras as well as any extra sights provided by the installable LZ detector system, which allows you to see where will you inevitably land.

  • The flight console in the middle lets you launch the dropship, toggle the flight mode between transport and fly-by, and lock the shutters and doors. It also lets you optimize the flight path - only available to trained pilots like you - to cut down on transport and cooldown time at no cost.

  • The weapons console at the right allows you to fire externally mounted weapons and deploy sentries and paradrop marines to locations designated by a laser designator or signal flare. In the case of firing weapons, both via fire mission or direct fire, you are able to use a camera to view the area you are interested in firing upon before you commit to firing if there is no opaque roofing over head. If there is opaque roofing over head, the camera may not see anything at all. The console is also where you activate the fulton recovery module, Medevac winch, and deploy external hardpoint mounted sentry guns.

So with that in mind, what are the differences between your two flight modes, transport and flyby? Well, in short, transport mode lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns, while flyby mode lets you use the most deadly weaponry you can load, but your dropship will only return to where it launched from.


Transport Flyby ("Close Air Support and Med Evac")
Where does the dropship go? Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer. Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.
Which weapons and utilities can the dropship use mid-air? GAU-21 30mm Cannon, LWU-6B Laser Cannon, RMU-19 Fulton Recovery System, and RMU-4M Medevac System. All weapons that are available to you at the printer.
How long does the dropship stay in the air? Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible. Also depends on the engine upgrade which extends your flight time by a good bit.

Close Air Support

The Weapons Control Console

The console has a dual 'Multi Function Display' system so you have have two screens side by side using them both at the same time. The buttons themselves are multi function and will change depending on the Menu selected.

Main Menu

CAS-BaseFCMenu.png

This is the main menu. Any Exit buttons will return you to this Menu.

  • RED - EQUIP - Equipment: All the modules and weapon systems loaded onto the dropship can be accessed here. Including Direct Firing weapons, activating sentries, using the Fulton, targeting Medevacs, and locking Paradrop JIMA flag/flares/lases.
  • BLUE - F-MISS - Fire Mission: Viewing, editing, creating and deleting Fire Mission configurations.
  • YELLOW - TARGET - Targeting: Direct firing Weapons, configuring attack runs, and selecting target JIMA flag/flares/lases. Selecting a target for paradrop must also be done using TARGET.
  • PINK - MAPS - TacMap: Displays a live TacMap.
  • WHITE - CAMS - Cameras: Allows you to view a Target JIMA flag/flare/lase/Medevac Bed. (You can check your camera to see if the target is underground)

Equipment Menu

CAS-EquipMenu.png

  • YELLOW - External Hardpoints: Any module or weapon placed externally can be interacted/Fired from here.
  • WHITE - Internal Hardpoints: Any module placed internally can all be interacted with from here.
Note: That whilst you can target the Medevac from this console you still have to go to the module to activate the winch

Target Menu

Also shown is the viewing screen for a configured Fire Mission. Focus on the right hand side screen for the Target Menu.

CAS-TargetMenu.png

  • RED - Offset Calibration: Allows you to change the offset in X(East:+ and west:-) and Y(North:+ and South:-) With a maximum offset of 12. I.E 2,-4 Would be two tiles east of the laser, and four south of the laser
  • BLUE - VECTOR - Attack Vector: Allows you to select the direction to attack TOWARD I.E: The end of the attack will be East of the initial starting point if East is selected..
  • YELLOW - STRIKE - Strike Mode: Allows you to select the attack mode from Direct Weapon or Fire Mission
  • PINK - FIRE - Fires your Weapon(s) in the current configuration if the Guidance computer is complete and READY.

Direct Bombardment

Direct bombardment is using only one weapon at a time and firing at lazes and signal flares. To be able to do so select Targets, then Strike, then Weapon, and then the weapon you wish to use. Alternatively you can use the Equipment Menu, and select the weapon from there. Finally select fire to initiate the attack. There is a delay between firing on the target and impact. Before impact, there will be a flashing green dot highlighting where the payload will land for a brief moment. Once it's gone, the payload will reach its target.

Once you've fired your payload, there will be a short cool down before you're able to fire again. All weapons can fire using direct bombardment and certain munitions can only be fired using direct bombardment.

Important Note: Offsets do not function using Direct Bombardment!
Direct Bombardment Using the Strike Menu
CAS-TargetMenu.png
Select YELLOW - STRIKE
CAS-StrikeMenuBase.png
Switch the mode to WHITE - Weapon
CAS-TargetDirectWeapons.png
Select the YELLOW - Weapon you want to use for the Direct Bombardment.
CAS-TargetMenu.png
Finally you can PINK - FIRE the weapon.
CAS-TargetConfigured.png
Note: you may need to set a YELLOW - Vector before the WHITE - Guidance Computer reads ready to fire as it must have a Vector and a Target to be Complete and READY.
Direct Bombardment Using the Equipment Menu
Select a YELLOW - Weapon from the Equipment Menu
CAS-EquipMenu.png

Then select a WHITE - Target from the right hand side of the screen.

CAS-EquipDirect.png

And Finally hit the YELLOW Fire button to initiate the attack.

Note: Mini-Rockets can not be fired using Direct Bombardment

Fire Missions

Fire Missions are pre-made air strikes designed to fire in one direction that cover a configurable area. They allow the pilot to unleash a full arsenal of weapons on any targets that are near a laser/flare or JIMA flag.


You have access to a special channel primarily dedicated to coordinating with the ground troops who are able to ask for airstrikes. These include Squad Leaders, Fireteam Leaders, Scout Specialist and any one who has a JTAC encryption key. Use :j to talk in that channel.

Note: Fire missions can only be used on flyby.
Note: Larger missiles like the AGM-99 'Napalm' can not be fired in a Fire Mission.
And you will see this YELLOW - Error in the Fire Mission Editor
CAS-FMNapalmLoad.png

Configuring a Fire Mission

Naming the Fire Mission

CAS-FMMenu.png

The first step in making a Fire Mission is to name it, click in the WHITE - TEXT BOX and hit Enter to save it or use the Save button. For any button actions the name will appear as FM#Number, but will be visible in the Target menu to verify you have the selected the correct one.


CAS-SavingFM.png

Once you have created the Fire Mission you'll see it in the list and be able to select it either on the left or right side depending on how many you have made. Shown above is the WHITE SAVE Button if you don't want to press enter to finish naming your Firemission And one example of a YELLOW - Fire Mission Button


Note: If you somehow make lots of Fire missions there will be arrows to scroll the right hand side buttons through them.
YELLOW for scrolling up. WHITE for scrolling down.
CAS-ScrollingFMs.png



Editing the Fire Mission

Now that you have selected a Fire Mission from the Menu, you'll be greeted with the Overview of that Fire Mission. As it's just created it will be empty. But will show you the Weapons equipped and their ammo state.

CAS-ViewingFM.png

  • RED - DELETE: Deletes the current selected Fire Mission
  • BLUE - F-MISS - Fire Mission: Returns to the list of Fire Missions
  • YELLOW - EDIT: Allows you to edit when and where the weapons will fire.
  • PINK - EXIT - An example of the Exit button that will exit to the main menu.

To setup our Fire Mission you'll need to click on EDIT. And be greeted with the following screen.


CAS-FMWeaponLayout.png

From this screen you need to select the YELLOW - Weapons you are configuring for the Fire Mission.


This will prompt a slightly different screen where you can configure the Gimbal of the weapons for each step of the Fire Mission. CAS-FMLeftsideWeapon.png

In WHITE - Weapon Information: The currently selected Weapon. The Number of that weapon, 1 to 4, Starting from the port wing, going from left to right hardpoint wise. It's ammo state, it's gimbal limits determined by if it's on the port or starboard side. (Left: Port, Right: Starboard. This is relative to the front of the ship, I.E Starboard on the Almayer is North/Up)


The Gimbal

Note: The Gimbal will flip as seen below going from port to starboard or vice versa to represent the which side the weapon is on. CAS-FMRightSideWeapon.png

Each Fire Mission has a maximum step count of 12. On each step you can fire a weapon by selecting the Gimbal you want to fire said weapon at. Different weapons have different fire delays, which will control how many times you can fire it in one Fire Mission, ammo usage is also a consideration, even ammo usage. Using half on one Fire Mission run and the other half on the next is a tactic you can use to keep yourself airborne longer before you need to re-arm.

Imagine this 12 count step as a straight line from the start of the fire mission, and on each step you can step out to the side to a maximum of 6 steps away from the center. Using this you choose where your weapons will strike. There is an additional visual explanation below.

Visual Gimbal Example
An example of how Fire Missions works with a Mini-Rockets, would follow like this:


CAS-GimbalExample.png

The numbers on the image above shows the off sets for the Mini-Rockets. The numbers shown in this image will offset the direction of the impact point. For example: The image above shows 5 - - 4 - - 1 - - 3 - -. This means if you are firing NORTH of your target, the impact point will be EAST 5 tiles away from the center. And the next one will be EAST 4 tiles away from the center etc. Zero will be directly in the center of the line.


This would technically be visualized like this:

CAS Menu 2 2.2.png


The red Circles indicate the impact points of where the fire mission will land in theory, at the target. Each red circle corresponds with the example Mini-Rocket fire mission. Using a negative number would flip the red circles onto the negative side.

You just need to select the Numbers from the YELLOW - Box, and it will update with the Fire Delay blocking out the steps you can't shoot on with [WEAPON BUSY]. You can select the [-] to reset that step to have the weapon not fire, if you need to have it fire somewhere else.

Fire Delay Examples + Ammo usage Example
CAS-FMPingPong.png
CAS-FMSequential.png
Above you can also see YELLOW - Ammo usage per run indicating that it would need to be reloaded after just one run because the remaining 2 Rockets aren't enough for the full fire mission. If there's not enough ammo for a full Fire Mission it will refuse to Fire.

Executing Fire Missions

Once you've created your fire mission, move to the STRIKE menu, set it to Fire Mission mode, select your Fire Mission and wait for JTAC to call in some air support. Make sure you're launching in Fly-By mode to be able to use those fire missions.

Be mindful of the ammunition you have remaining. You won't know you don't have enough ammo to complete a Fire Mission until you attempt one and you get a warning that one or more of your weapons doesn't have enough ammo to complete it. So you will need to keep an eye on you ammo, through either the Equipment screen or the Fire Mission overview screen of a selected Fire Mission.

Refer back to the Target Menu for coverage of the initial Menu.

Strike Mode: Fire Mission

CAS-StrikeMenuFM.png

YELLOW - The list of Fire Missions to choose from, arrows will be made available if there are many Fire Missions already made.

For a Fire Mission to be ready to fire the Guidance Computer must read READY. So you'll need to do more than just select your Fire Mission. You'll at least need; a Vector: the direction your attack is going, and a Target: a flare,laser, or JIMA flag to originate the attack from.

Vector

CAS-VectorSelection.png

After selecting Vector you'll be greeted with the options of the four cardinal direction YELLOW - North, East, South and West. This option dictates where the in which direction the Dropship will attack toward. And isn't tied to the offset. So you can be offset west but attack to the east, covering ground you offset past. This gives you a lot of flexiblity together with Offsets to strike a wide area near a CAS signal.


Offset

For better effectiveness you'll also want an offset, you can view where your attack will start with the camera as long as it's not pitch-black, unless you have the Night Vision upgrade (Ask Research) or deep underground. The Offset allows you to move the Fire Mission away from the origin point a maximum of 12 tiles away in any two directions (Given that you can't offset both south and north because you can't duplicate yourself)

You can use the arrows to offset in that direction.

CAS-OffsetX.png

East(Positive numbers) is YELLOW - Right, and West(Negative numbers)is WHITE - Left. In this PINK - Example it is offset 5 Tiles East of the origin.

CAS-OffsetY.png

North(Positive numbers) is YELLOW - Up, South(Negative numbers) is WHITE - Down. In this PINK - Example it is offset 5 Tiles South of the origin.

CAS-OffsetReset.png

The YELLOW - Center button is for resetting the offset to 0, 0. Thus having no offset.

Offset Camera Examples
CAS-ViewingCameraNoOffset.png
In the example above you can see YELLOW - Offset is 0, 0 No offset. And the camera is centered on the origin point the flare. This is were the Fire Mission would originate from if it was Step 0. But there is no Step 0 so it will start right next to it in the Vector direction.
CAS-ViewingCameraSmallOffset.png
In the example above you can see YELLOW - Offset is -5, 4 This is the 5 tiles West and four North, and we can see the flare to the south east of the center of the view in the WHITE - Camera view.
CAS-ViewingCamera.png
In the example above you can see YELLOW - Offset is -12, 12 This is the furthest West and North you can go, and we can no longer see the flare in the WHITE - Camera view.

Note: Both Vector and Offset do not reset after a completed FM so you will need to change them if needed for a new attack.

Note: If the signal is under a metal ceiling or underground, you'll still be able to execute the fire mission and see the damage you caused when the fire mission is under way. But if it's deep underground, you won't be able to see anything or fire at all, yet still be able to Execute it without firing a single shot.

Target Selection

The last component to discuss is the Target CAS-TargetFullyConfigured.png

The right hand side buttons are YELLOW - Targets available to select they will come with a Squad letter A,B,C,D,E,F or sometimes X for command or auxiliary depending on who threw it and a number to identify which target you want. JIMA Flags will start with J. If you're being called in by a JTAC Make sure you have the right signal selected. Further verification of the right signal can be found with the WHITE - Location Name.

Once you're happy with your offsets and the Fire Mission you've selected, your vector, offset are all configured to your and the JTACs requirements the BLUE - Guidance Computer will read READY, and you can then execute your Fire Mission and watch your Camera to see the dropship unleash devastating firepower against anything in the strike zone. After the fire mission is completed, you'll return to a sub-orbital route that'll allow you to commence another fire mission provided you have the ammo and the time, or abort and land.

Example Weapon Loadouts

It's important to keep in mind what weapons you have installed on the dropship as all 4 weapons usually combine into one set up, for more organized and increased damage, some commonly used CAS weapons choices are:

  • 4 Mini-Rocket Pods Minirocket Pod.png
  • 2 Mini-Rocket Pods Minirocket Pod.png, 2 Guided Missile Launchers Rocket Pod.png
  • 2 Mini-Rocket Pods Minirocket Pod.png, 1 Guided Missile Launcher Rocket Pod.png, 1 Laser Cannon Laser.png or GAU-21 30mm Cannon GAU.png
  • 2 Rocket Pods Minirocket Pod.png, 2 Laser Cannons Laser.png or GAU-21 30mm Cannons GAU.png

Each weapon has a different cool down on how fast you can fire it in firemission. Listed below will tell you the cool downs of each weapon available:

Equipment: Cool down:
Missile Launcher The Missile Launcher is a single shot weapon that can be placed anywhere on the gimbal. But due to it having only one missile available in the pod, you're going to need to reload it for every time you fire it.

Fires only one Missile.

An example of how this would be seen on a gimbal is presented like this: Fire.

Mini-Rocket Pod The Mini-Rocket Pod has the ability to fire multiple small explosive rockets at a target. But they have a small cool down of two spaces.

Fires 1 Mini-Rocket, per step.

An example of how this would be seen on a gimbal is presented like this: Fire, wait, wait, fire.

GAU-21 'Rattler' 30mm Cannon The GAU is an effective weapon that will be able to clear out large areas as well as do plenty of damage on a target. It has the smallest cool down (barring the rocket pod) which allows you to fire in quick succession against a target.

Fires 20 rounds per step and 40 rounds with the Anti Tank rounds.

An example of how this would be seen on a gimbal is presented like this: Fire, wait, fire.

LWU-6B Laser Cannon The Laser Cannon is the most effective weapon available to the gunship pilots. It is perfectly suitable for the use of fire missions as it will shoot a line of extremely damaging fire against the target. But this weapon has the longest cool down of them all. Having to wait 3 steps before you can fire again, this weapon has a trade off of being extremely powerful for having a long cool down.

Fires 10% of the battery's power per step.

An example of how this would be seen on a gimbal is presented like this: Fire, wait, wait, wait, fire.


Dropship Weapons and Modules

The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. Some of these systems are available in the repair bay at the north of the hangar, with ammo for the weapons to be printed from the dropship fabricator.

Simply climb into a powerloader (click-drag yourself onto it, or right click -> enter powerloader), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (Rockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there's already expended ammo inside, just take it out with an empty clamp. Finally for the engine upgrades, simple click on the engine attachment point with said upgrade and you'll install it easily.

There is also a matrix upgrade for your camera, an upgrade that only the research department can create for you which gives you night vision or extended field of view. Ask them to learn more.


Attachable Weapon and Utility Systems

If you want to pimp your ride, the USCM's got nothing but the best and most dangerous armaments.

Attachable Weapon System: Description:
Rocket Pod.png
LAU-444 Guided Missile Launcher
"If it ain't broke, don't fix it". A time-tested delivery system that's been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.
Ammunition:
Widowmaker Rocket.png
AIM-224B
'Widowmaker'

Damage/Falloff: 300/40

Fire/Burn: -

Travel Time: 3 seconds

One of the larger rockets, the Widowmaker is packed with high-grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.
Keeper Rocket.png
GBU-67
'Keeper II'

Damage/Falloff: 450/100

Fire/Burn: -

Travel Time: 2 seconds

A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP missile. While a direct hit obliterates armoured foes, don't expect it to be useful against large groups of hostiles due to its small area of effect.
Banshee Rocket.png
AGM-227
'Banshee'

Damage/Falloff: 175/20

Fire/Burn: 4/15

Travel Time: 6 seconds

The Banshee will scream "Welcome to Vietnam" for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.
Fatty Rocket.png
BLU-200
'Dragons Breath'

Fire/Burn: 4/25

Travel Time: 5 seconds

If the Banshee wasn't hot enough for you, the BLU-200 Dragons Breath trades all of its explosive power for raw fire. Due to its thermobaric nature, it will pull in any target close to the blast.
Napalm Rocket.png
AGM-99
'Napalm'

Damage/Falloff: 200/25

Fire/Burn: 6/60

Travel Time: 6 seconds

The XN-99 'Napalm' is an incendiary rocket used to engulf areas in giant fireballs. Exploding in a 9x9 fire ball, not much can survive the ensuing firestorm. Can not be fired during a Fire Mission. Must be fired using direct bombardment.
Harpoon Rocket.png
AGM-184
'Harpoon'

Damage/Falloff: 150/16

Fire/Burn: -

Travel Time: 5 seconds

The AGM-84 Harpoon is an Anti-Ship Missile, designed and used to effectively take down enemy ships with a huge blast wave with low explosive power. This one is modified to use ground signals.
Minirocket Pod.png
LAU-229 Rocket Pod
Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy.
Ammunition:
Minirocket Stack.png
AGR-59 'Mini-Mike'

Damage/Falloff: 200/44

Fire/Burn: -

Travel Time: 8 seconds

A pack of 6 laser guided minirockets.
Minirocket incin Stack.png
AGR-59-I 'Mini-Mike'

Damage/Falloff: 200/44

Fire/Burn: 3/25

Travel Time: 8 seconds

A pack of 6 laser guided incendiary minirockets.
GAU.png
GAU-21 'Rattler' 30mm Cannon
Military men and women know that the best solution for when brute force doesn't work, is to apply even more excessive amounts of brute force. The 'Rattler' system delivers bursts of 30mm rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.

This weapons system can be fired while in Transport mode.

Ammunition:
30mm Ammo.png
PGU-100 Multi-Purpose 30mm ammo crate

Damage/Falloff: 150/0

Fire/Burn: -

Armour Penetration: 10

Travel Time: 10 seconds

PGU-100 30mm Multi-Purpose ammo designed to penetrate light (non reinforced) structures, and lightly armed targets. However, it lacks armor penetrating capabilities, for which Anti Tank 30mm ammo is needed. Contains 400 rounds per crate and uses 40 rounds per burst.
30mm Highvelocity Ammo.png
PGU-105 30mm Anti-tank ammo crate.

Damage/Falloff: 95/0

Fire/Burn: -

Armour Penetration: 40

Travel Time: 6 seconds

PGU-105 Specialized 30mm APFSDS Titanium-Tungsten alloy penetrators, made for countering heavily armoured targets. It is much less effective against soft targets however, in which case 30mm Multi-Purpose ammunition is recommended. Contains 400 rounds per crate and uses 30 rounds per burst
Laser.png
LWU-6B Laser Cannon
The LWU-6B Laser Cannon has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations.

This weapons system can be fired while in Transport mode.

Ammunition:
Laser Ammo.png
HBTU-17/LW Hi-Cap Laser Battery

Damage/Falloff: 0/0

Fire/Burn: 5/75

Travel Time: 1 second

A high-capacity laser battery used to power laser beam weapons.
Sentry Deployable.png
A/A-32-P Sentry Defense System
This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired and reloaded just like standard Sentry Gun.
Machinegun Deployable.png
MTU-4B Door Gunner Hardpoint System
This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship or on the weapon attachment points on the wings of the dropship, providing a solid barrier against anyone sneaking in from the backyard and sides. Loaded with 1500 rounds and given an enhanced scope for extra range with IFF.
Med Evac System.png
RMU-4M Medevac System
A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.. You can recover them in Flyby mode AND transport mode. One spawns at the start of a round.

Usage:

  • Listen out over squad comms and medical comms for a squad corpsman requesting a Medevac.
  • Fly in either Flyby or Transport.
  • Acquire lift targets through the dropship weapons and utilities console.
  • Once a target has been found go to the Medevac system at the back and click on it to winch up the injured marine.

Note: that the winch system has a cooldown of 1 minute between each use and only a pilot or dropship crew chief can use it.

Fulton System.png
RMU-19 Fulton Recovery System
This container holds a Fulton recovery system that allows you to collect objects attached to Fulton recovery balloons. You can recover them in Flyby mode AND transport mode. You can recover crates and unreviveable dead bodies. One spawns at the start of a round.

Usage:

  • Listen out over any communications channel for someone to state a Fulton balloon is up.
  • Fly in either Flyby or Transport.
  • Acquire targets with the weapons and utilities console.
  • Once a target has been found, the Fulton Recovery System will automatically retrieve the package.
  • This has small cool down once collected.
Launchbay.png
LAG-14 Internal Sentry Launcher
A standard issue launch bay, Primary used to launch area-of-denial sentries. You can use it in Flyby mode AND transport mode.

Usage:

  • Load in a sentry into the launch bay.
  • Fly in either Flyby or Transport.
  • Acquire targets with the weapons and utilities console.
  • Once a target has been found, You may launch the sentry to the location.
Rappel System.png
RHPU-1 Paradrop Deployment System
This container holds electronic systems which allows marines to tactically paradrop right into combat. One spawns at the start of a round.

Usage:

  • Fly in Flyby.
  • Make sure you pack enough parachutes.
  • Target a flare or laser from the Target Menu.
  • Lock the flare from the Paradrop Deployment System's Equipment Menu.
  • The rear door will open automatically and the marines can now run out the back.
  • That's it! Marines can now paradrop by simply clicking on the rappel deployment system.

Attachable Electronics

Want to improve the accuracy of your weapon systems? Or perhaps you'd rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you've only got 2 electronic slots when Detective Gadget'ing up your ship with these fancy gubbinz:

Attachable Electronic System: Description:
Spotlight.png
AN/LEN-15 Spotlight
A high-powered spotlight with a protective glass casing ensures you'll always have an illuminated landing zone, plus a bit extra.
Targeting System.png
AN/AAQ-178 Weapon Targeting System
An advanced system that's much better at tracking laser-guided beacons than the standard equipment the drop-ships come with. Calculates optional firing patterns to minimize traveling time. Essential for drop-ships planning on making accurate and fast missile strikes or a few GAU strafing runs. Not necessary for Fire Missions.

Speeds up traveling time of the missile as well as improves accuracy on direct strikes

Landing detector.png
AN/AVD-60 LZ Detector
Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground. Only works while in flight, not while docked.

Attachable Engine Upgrades

Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here's a couple solutions to your problems. Using two of the same engine upgrades will not enhance your dropship. Two different engine upgrades will work however. (Double cooling systems or double fuel enhancers won't be more efficient, only one is counted for this purpose)

Attachable Electronic System: Description:
Cooling System.png
Cooling System
A more efficient cooling system then the default one. Attach this in your engines and you'll see a huge decrease in engine cooldown times, ensuring you'll be ready to take-off at the drop of a hat, even if you just landed. One spawns at the start of a round.
Fuel Enhancer.png
Fuel Enhancer
Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. Additionally on flyby, it extends the amount of time you have for undertaking fire missions as well as using the Medevac system. One spawns at the start of a round.

Dropship Part Fabricator

Dropship part fabricator.png

The dropship part fabricator is the primary way for you to get equipment for your dropships, or to replace ammunition that you've completely run out of. It works by a point system, with one point being earned every two seconds. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.

CAS Partfab 1.1.png
Highlighted in Green is equipment for all your needs including Engine Upgrades, Weapons, and Support modules, and highlighted in red is the ammo to supply all the weaponry at your disposal. To print something, simply click "Fabricate" and, if it has enough points, it will start printing. Below are detailed prices and estimated time to accumulate that much points.

Equipment Cost in points Amount of time required to generate that many points
A/A-32-P Sentry Defense System 500 17 minutes
MTU-4B Door Gunner Hardpoint System 300 10 minutes
LAG-14 Internal Sentry Launcher 400 13 minutes
Fuel enhancer 800 27 minutes
Cooling system 800 27 minutes
AN/LEN-15 Spotlight 300 10 minutes
AN/AAQ-178 Weapon Targeting System 800 27 minutes
AN/AVD-60 LZ Detector 400 13 minutes
GAU-21 30mm cannon 400 13 minutes
LAU-444 Guided Missile Launcher 600 20 minutes
LAU-229 Rocket Pod 600 20 minutes
LWU-6B Laser Cannon 500 17 minutes
Ammo Cost in points Amount of time required to generate that many points
PGU-105 30mm Anti-tank ammo crate. 325 Around 11 minutes
PGU-100 Multi-Purpose 30mm ammo crate 275 Around 9 minutes
BTU-17/LW Hi-Cap Laser Battery 200 6 minutes
AIM-224B 'Widowmaker' 300 10 minutes
AGM-227 'Banshee' 300 10 minutes
BLU-200 'Dragons Breath' 300 10 minutes
GBU-67 'Keeper II' 300 10 minutes
AGM-99 'Napalm' 500 17 minutes
AGR-59-I 'Mini-Mike' 500 17 minutes
AGR-59 'Mini-Mike' 300 10 minutes
AGM-184 'Harpoon II' 200 6 minutes
A/C-49-P Air Deployable Sentry 800 27 minutes

Communication

It's all well and good to know how your dropship works, but at the end of the day you're also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible.

Command channel (:v)

As the PO, you'll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.

JTAC channel (:j)

In case you choose to do CAS ( Close Air Support ) Instead of transport, you will be communicating more in this channel as Squad leaders and JTAC kit users will be calling you for fire support and you have to provide it to ensure the victory on the ground. They will laze targets for you and sometimes specifying which type of ammo they want to be dropped. You can also watch the effect of your fire support by watching the cameras in the weapons console. Ex: " Alpha lead here, Requesting CAS 6 west of my laze, Fire when ready ! "

Intel channel (:t)

The Intel channel is good to liaise with RTO's or marines who have decided to take the fulton recovery device to recover xeno corpses, or with Intelligence Officers who have intel to deliver and load, unload or fulton onto and from your dropship.

Medical Channel (:m)

The medical channel is good to communicate with medics that try to Medevac their patients up to your dropship, usually they will ask if you installed the Medevac module, and if you about to Medevac someone, ask injuries with the patient so you know how to stabilize the patient and if you need to land immediately(e.g. infected with xenomorph larva.)

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.

Tips

  • Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad's frequency when you've just arrived and are about to depart. You want to be efficient with your trips as much as possible.
  • A special benefit to being a Pilot Officer is that you're allowed to boss around marines while they're on your shuttle. Don't tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM's ship and thus the Commanding Officer's ship).
  • Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.
  • If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you're on the Almayer.
  • If you want to run CAS using direct bombardment while on trasport, consider using the fuel efficiency module. More time in the air is good if you want to maximize your chances of being airborne when a CAS request comes through.
  • You can combine partially used mini rocket racks/30mm ammo boxes together with the power loaders. Simply take one of them into one claw and click on the other one. It will either combine or transfer ammunition to the other one.
  • You can install two Medevac systems onto the same dropship to allow you to recover more wounded.
  • Grabbing a more heavy gun than your side arm when you are on the transport dropship to deal with hostiles that try to get a ride up to the ship more reliably is usually a good choice

Guides

Below are user made guides for more in-depth learning. Information may be outdated