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|imagebgcolor = lightblue | |imagebgcolor = lightblue | ||
|img = Commander.png | |img = Commander.png | ||
|jobtitle = | |jobtitle = Commanding Officer | ||
|difficulty = Very Hard | |difficulty = Very Hard | ||
|superior = Marine Law, USCM High Command | |rank = Major / Lieutenant Colonel (CO Council) / Colonel (CO Senator) | ||
| | |superior = [[Marine Law]], USCM High Command | ||
|duties = Lead your | |unlock = [https://forum.cm-ss13.com/w/commanding-officer-application Commanding Officer Whitelist]. | ||
|guides = [[ | |duties = Lead your company and complete the mission. | ||
|guides = [[Marine Law]] ; [[Commanding Officer Code of Conduct]] | |||
|description = You are the Commanding Officer of the USS Almayer and the Commanding Officer of the operation. Your goal is to lead the Marines on their mission as well as protect and command the ship and her crew. Your job involves heavy roleplay and requires you to behave like a high-ranking officer and to stay in character at all times. As the Commanding Officer your only superior is High Command itself. You must abide by the [[Commanding_Officer_Code_of_Conduct|Commanding Officer's Code of Conduct]]. Failure to do so may result in punitive action against you..<br>Godspeed, Major ! | |||
}} | }} | ||
''"How many drops is this for you, Lieutenant?"'' | ''"How many drops is this for you, Lieutenant?"'' | ||
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― Ripley, Lt. Gorman and Pvt. Vasquez, ''Aliens'' | ― Ripley, Lt. Gorman and Pvt. Vasquez, ''Aliens'' | ||
<!--You are the '''Commanding Officer''' of the [[USS Almayer]]. You have been tasked with the mission to investigate an automated distress beacon from a Weyland-Yutani Colony. Your mission is to command the Marines to conduct a Search and Rescue and to eradicate the hostiles on the colony. --> | |||
=Your History= | |||
During a typical round, the [[USS Almayer]] has been tasked with investigating an automated distress beacon from a colony in the Neroid Sector. Your mission is to command the Marines during a Search and Rescue operation, as well as eradicate any hostiles on the colony. | |||
During the events of a typical round of Colonial Marines, you are a recently-assigned Commanding Officer of the USS Almayer as of August 25, 2182, for less than an year. | |||
Whether you were the previous Executive Officer of the [[USS Almayer]], a disgraced officer assigned to a backwater transport, or the most recent unfortunate 'shoe-in for what some might' consider a cursed position; for whatever reason you are now in charge of the lives of everyone onboard. | |||
Good luck. | |||
=Your Personnel= | |||
As Commanding Officer, your most significant tools are not weapons, but the leadership and all military structure under your command: | |||
''' | *'''The Command staff''': These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won't have to concentrate on four squads at the same time | ||
* '''The Marines''': you have four squads under your command, each formed by 1 '''[[Squad Leader]]''', 2 to 4 '''[[Hospital Corpsman|Hospital Corpsmen]]''', 2 to 4 '''[[Combat Technician|Combat Technicians]]''', 1 '''[[Smartgunner]]''', 1 well equipped '''[[Weapons Specialist]]''', 2 '''[[Fireteam Leader|Fireteam Leaders]]''' and numerous '''[[Rifleman|Riflemen]]'''. | |||
*'''The Military Police''': A handful of '''[[Military Police]]''' and their leader, the '''[[Chief MP]]''' that answer directly to you. They are assigned the duty to perform arrests on those that break [[Marine Law]] and to protect you and your crew from any hostile threats. | |||
*''' | *'''Medical staff''': Surgeons, researchers and nurses, their tasks include providing extensive medical assistance aboard the Almayer or in the FOB, creating custom medicine for deploying corpsmen on request, and researching and developing potentially very powerful new medicine, stimulants or lethal chemicals. They are led by a '''[[Chief Medical Officer]]''' and composed of '''[[Doctor|Doctors]]'''. | ||
* ''' | *'''Engineering''': The shipside engineers' primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It's important to note that you can authorize the '''[[Ordnance Technician]] and [[Maintenance_Technician|Maintenance Technicians]]''' to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, | ||
*''' | *'''Supply''': Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the '''[[Requisitions Officer]]''' to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads. | ||
*''' | *'''Synthetic''': A stronger version of a human, made from silicone and science, they're programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders are sensible and do not contradict Marine Law, they will be followed through with efficiency | ||
*''' | <!--*'''The Vehicle Crew''': One of the most versatile assets fielded by the USCM, having competent '''[[Vehicle_Crewman|Vehicle Crewman]]''' can turn the tide of any battle. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support. --> | ||
*''' | You also have the incredibly useful '''communications console''', with the various abilities of: | ||
*'''Making a general announcement''': a general announcement will be heard by all marines that are awake. It's highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained or if an area is being flanked or surrounded. | |||
*'''Sending a message to USCM High Command''': Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important. This system is used only for emergencies, for less pressing matters, you have a fax machine within your private office. | |||
*'''Send a distress signal''': Sending a signal will spawn a crew of [[Responders]], this can only be activated during a Delta Alert Scenario such as a hostile boarding. | |||
*'''Setting Primary Landing Zone''': Allows you to select a primary landing zone, if one isn't chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be hijacked. | |||
*'''Initiate the Almayer's escape pods''': When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise, the pod's thrusters will blow up due to overload capacity. | |||
*'''Award Medal''': Commanding Officers can award medals for various marines for their heroic acts. See [[Commanding Officer#Medals|below]] for more information. | |||
= Your Equipment = | |||
As the Commanding Officer, you have access to a few unique items to set you apart from the rank and file. | |||
You spawn with either a special issue [[Marine_Equipment#Mateba Autorevolver Special|Mateba]], an extremely powerful auto-revolver, or a [[Marine_Equipment#Vintage Desert Eagle|Desert Eagle]], both powerful enough to knock a Human off their feet. The Commanding Officer also has access to two special prototype weapons the '''[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]''' and the M56C Cavalier Smartgun both of which can be found in the Commanding Officers Vendor. Additionally, you have your '''[[Marine_Equipment#Command Tablet|Command Tablet]]''' which is a portable communication console on the go. It can be found in a wall locker north of the CIC bubble. Finally, you spawn with a pair of laser designators. | |||
<tabs> | |||
<tab name="Standard Equipment"> | |||
{| style="border: 2px solid black; | |||
! style="background-color:#4D86B2; width:130px;"|'''Equipment:''' | |||
! style="background-color:#4D86B2;"|'''Description:''' | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"|{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]] | |||
'''Mateba Autorevolver Custom''' | |||
|style="border: 2px solid black; padding: 5px;"|This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit. | |||
{{Mateba Consolidated}} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;" |[[File:Desert_Eagle.png|64px]] | |||
'''Vintage Desert Eagle''' | |||
|style="border: 2px solid black; padding: 5px;" |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it's hella classy. | |||
{{Desert Eagle Consolidated}} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:CO_SG.png|64px]]<br>'''M56C 'Cavalier' Smartgun''' | |||
|style="border: 2px solid black; padding: 5px;"| The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun's performance is identical to the standard-issue M56B | |||
{{Smartgun Abilities}} | |||
{{M56 Smartgun Consolidated}} | |||
|- | |||
|style="border: 2px solid black; padding: 5px;"| [[File:M46C.png|64px]]<br>'''M46C Pulse Rifle''' | |||
|style="border: 2px solid black; padding: 5px;"| A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon's single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the '''Toggle Lethal mode''', or with the IFF action button at the top. It is compatible to both M41A MK1 and M41A MK2 magazines. | |||
{{M46C Abilities}} | |||
{{M46C Consolidated}} | |||
|} | |||
</tab> | |||
</tabs> | |||
== [[File:Cotablet.png]]The Command Tablet[[File:Cotablet.png]] == | |||
The command tablet currently has five available functions to its user. These five functions are the following: | |||
#'''Make an Announcement''' - Allows the commander to issue announcements away from CIC. | |||
#'''Award a medal''' - [[#Medals| Allows the commander to issue medals away from CIC]]. | |||
#'''Tactical Map''' - [[Staff_Officer#Tactical_Map|Allows the commander to see a tactical map of the current operation]]. | |||
#'''Initiate Emergency Evacuation''' - Triggers the emergency evacuation, only available on red alert | |||
#'''Send a Distress Beacon''' - Sends an SOS signal from the Almayer that can be received by [[Responders]], only available on red alert | |||
= Provisions = | |||
As the Commanding Officer of the USS Almayer, you have special provisions the typical Commissioned Officer or Enlisted Personnel do not possess, these include: | |||
#Battlefield Execute personnel under your command if they have committed crimes that threaten other Marine Personnel, the ship or the operation. | |||
# Pardon personnel who have committed Major or Minor crimes from the brig. | |||
#Demote personnel who have committed Major crimes to a junior position in their department | |||
#Deputise Command Staff or the synthetic to perform arrests if Military Police are not avaliable. | |||
More Information can be found on [[Marine_Law#Commanding_Officer_Provisions|CO Provisions]] | |||
= Expectations = | |||
All Commanding Officers of the USCM are expected to abide by the [[Commanding_Officer_Code_of_Conduct|Code Of Conduct]] and [[Marine_Law|Marine Law]] failure to meet these expectations can result in being detained by the Almayers Military Police or a possible demotion | |||
=Mutinies= | =Mutinies= | ||
'''Mutinies''' can happen for many reasons, but it's mostly due to the marines not liking something you did. | '''Mutinies''' can happen for many reasons, but it's mostly due to the marines not liking something you did. this could be for a multitude of reasons. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down or fighting them off. | ||
Taking on the mutiny head on can be scary at first | Taking on the mutiny head-on can be scary at first but remember that you've got an always loyal crew of MPs and possibly CIC staff, and an easily defendable location. You'll be able to funnel them in and hopefully taser them down, arresting them in progress. If it comes to guns, you'll be ready to fight them off if the mutiny is relatively small. | ||
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they'll treat you right. | Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they'll treat you right. | ||
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=Abilities: Orders= | =Abilities: Orders= | ||
Orders | {{Issue-Orders}} | ||
{| class="wikitable | =Medals= | ||
! | |||
To show that a member of the Almayer's crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving Marine. | |||
'''<big>Medal System</big>''' | |||
{| class="wikitable" | |||
|- | |||
! Medal Name !! Medal Sprite !! When is it Awarded !! Example | |||
|- | |||
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. | |||
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion "Falling Falcons", 4th Brigade, 4th United States Colonial Marine Division. | |||
|- | |- | ||
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. | |||
| | Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division. | ||
|- | |- | ||
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To receive such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty. | |||
| | Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division. | ||
|- | |- | ||
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || | |||
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. | |||
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division. | |||
|} | |} | ||
= | =The Tech Tree= | ||
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles. | |||
{| style="border: 2px solid black; width:60%" | |||
! style="background-color:#84987A;"|'''Tech:''' | |||
! style="background-color:#84987A;"|'''Description:''' | |||
! style="background-color:#84987A;"|'''Cost:''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier1.png]] | |||
[[#Tech Tier 1|'''Tech Tier 1''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''Free (one time purchase)''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier1 dropship.png]] | |||
[[#Dropship Budget Increase|'''Dropship Budget Increase''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see [[Pilot_Officer#Dropship_Part_Fabricator|the dropship fabricator list in the PO's page.]]) | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''12 (+1 every purchase)''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 4px solid black; padding: 5px;" |[[File:Tech tier1 dropship.png]] | |||
[[#Requisitions Budget Increase|'''Requisitions Budget Increase''']] | |||
|style="border: 2px solid black; border-bottom: 4px solid black; padding: 5px;" |This tier 1 tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see [https://cm-ss13.com/wiki/Requisitions#Supply_Crates|the supply crates buy list in the requisitions page.] | |||
|style="border: 2px solid black; border-bottom: 4px solid black; padding: 5px;" | '''15 (+1 every purchase)''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2.png]] | |||
[[#Tech Tier 2|'''Tech Tier 2''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Enables the second tier of the tech tree. The only tier 2 techs are for resupplying any and all OB warheads. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''5 (one time purchase)''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead inc.png]] | |||
[[#Additonal OB Projectiles - Incendiary|'''Additional OB Projectiles - Incendiary''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead cluster.png]] | |||
[[#Additonal OB Projectiles - Cluster|'''Additional OB Projectiles - Cluster''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead he.png]] | |||
[[#Additonal OB Projectiles - HE|'''Additional OB Projectiles - HE''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)''' | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech Tier3.png]] | |||
[[#Tech Tier 3|'''Tech Tier 3''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''5 (one time purchase)''' | |||
|- | |||
|- | |||
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Cryorines.png]] | |||
[[#Wake up Additional Troops|'''Wake up Additional Troops''']] | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes. | |||
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+5 per purchase)''' | |||
|- | |||
|} | |||
=Your Skillset= | =Your Skillset= | ||
{{MarineSkills | |||
|cqc=2 | |||
|firearms=1 | |||
|smartgun=1 | |||
|endurance=2 | |||
|engineering=2 | |||
|construction=2 | |||
|leadership=3 | |||
|medical=3 | |||
|surgery=1 | |||
|police=2 | |||
|powerloader=2 | |||
|jtac=4 | |||
|intel=2 | |||
|fireman=2 | |||
|execution=1|navigation=1|vehicles=2}} | |||
To find out about how the skill system works head over to the [http:// | To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. | ||
= | =The Third Fleet= | ||
[[The Third Fleet|The Third Fleet]] | |||
=Sources and Reading= | |||
* [http://cm-ss13.com/viewtopic.php?f=94&t=4631 Marine Combat Guide (General Tactics and Strategies)] | |||
* [http://cm-ss13.com/viewtopic.php?f=135&t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)] | |||
*[https://cm-ss13.com/wiki/CO_Council_Rulings Commanding Officer Council Rulings and Clarifications] |
Latest revision as of 18:42, 2 November 2024
Difficulty: Very Hard Supervisors: Marine Law, USCM High Command Rank: Major / Lieutenant Colonel (CO Council) / Colonel (CO Senator) Duties: Lead your company and complete the mission. Guides: Marine Law ; Commanding Officer Code of Conduct Unlock Requirements: Commanding Officer Whitelist. Detailed Description: You are the Commanding Officer of the USS Almayer and the Commanding Officer of the operation. Your goal is to lead the Marines on their mission as well as protect and command the ship and her crew. Your job involves heavy roleplay and requires you to behave like a high-ranking officer and to stay in character at all times. As the Commanding Officer your only superior is High Command itself. You must abide by the Commanding Officer's Code of Conduct. Failure to do so may result in punitive action against you.. Godspeed, Major ! |__________| |
"How many drops is this for you, Lieutenant?"
"Thirty-eight. Simulated."
"How many combat drops?"
"Uh, two... Including this one."
― Ripley, Lt. Gorman and Pvt. Vasquez, Aliens
Your History
During a typical round, the USS Almayer has been tasked with investigating an automated distress beacon from a colony in the Neroid Sector. Your mission is to command the Marines during a Search and Rescue operation, as well as eradicate any hostiles on the colony.
During the events of a typical round of Colonial Marines, you are a recently-assigned Commanding Officer of the USS Almayer as of August 25, 2182, for less than an year.
Whether you were the previous Executive Officer of the USS Almayer, a disgraced officer assigned to a backwater transport, or the most recent unfortunate 'shoe-in for what some might' consider a cursed position; for whatever reason you are now in charge of the lives of everyone onboard.
Good luck.
Your Personnel
As Commanding Officer, your most significant tools are not weapons, but the leadership and all military structure under your command:
- The Command staff: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won't have to concentrate on four squads at the same time
- The Marines: you have four squads under your command, each formed by 1 Squad Leader, 2 to 4 Hospital Corpsmen, 2 to 4 Combat Technicians, 1 Smartgunner, 1 well equipped Weapons Specialist, 2 Fireteam Leaders and numerous Riflemen.
- The Military Police: A handful of Military Police and their leader, the Chief MP that answer directly to you. They are assigned the duty to perform arrests on those that break Marine Law and to protect you and your crew from any hostile threats.
- Medical staff: Surgeons, researchers and nurses, their tasks include providing extensive medical assistance aboard the Almayer or in the FOB, creating custom medicine for deploying corpsmen on request, and researching and developing potentially very powerful new medicine, stimulants or lethal chemicals. They are led by a Chief Medical Officer and composed of Doctors.
- Engineering: The shipside engineers' primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It's important to note that you can authorize the Ordnance Technician and Maintenance Technicians to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary,
- Supply: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the Requisitions Officer to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.
- Synthetic: A stronger version of a human, made from silicone and science, they're programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders are sensible and do not contradict Marine Law, they will be followed through with efficiency
You also have the incredibly useful communications console, with the various abilities of:
- Making a general announcement: a general announcement will be heard by all marines that are awake. It's highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained or if an area is being flanked or surrounded.
- Sending a message to USCM High Command: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important. This system is used only for emergencies, for less pressing matters, you have a fax machine within your private office.
- Send a distress signal: Sending a signal will spawn a crew of Responders, this can only be activated during a Delta Alert Scenario such as a hostile boarding.
- Setting Primary Landing Zone: Allows you to select a primary landing zone, if one isn't chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be hijacked.
- Initiate the Almayer's escape pods: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise, the pod's thrusters will blow up due to overload capacity.
- Award Medal: Commanding Officers can award medals for various marines for their heroic acts. See below for more information.
Your Equipment
As the Commanding Officer, you have access to a few unique items to set you apart from the rank and file.
You spawn with either a special issue Mateba, an extremely powerful auto-revolver, or a Desert Eagle, both powerful enough to knock a Human off their feet. The Commanding Officer also has access to two special prototype weapons the M46C Pulse Rifle and the M56C Cavalier Smartgun both of which can be found in the Commanding Officers Vendor. Additionally, you have your Command Tablet which is a portable communication console on the go. It can be found in a wall locker north of the CIC bubble. Finally, you spawn with a pair of laser designators.
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Mateba Autorevolver Custom |
This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special execution attack that can be achieved by firing point blank into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.
Additionally, the Mateba has THREE distinct barrel options, affecting these stats. They are listed in the Attachments section. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vintage Desert Eagle |
A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it's hella classy.
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M56C 'Cavalier' Smartgun |
The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun's performance is identical to the standard-issue M56B
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M46C Pulse Rifle |
A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon's single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the Toggle Lethal mode, or with the IFF action button at the top. It is compatible to both M41A MK1 and M41A MK2 magazines.
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The Command Tablet
The command tablet currently has five available functions to its user. These five functions are the following:
- Make an Announcement - Allows the commander to issue announcements away from CIC.
- Award a medal - Allows the commander to issue medals away from CIC.
- Tactical Map - Allows the commander to see a tactical map of the current operation.
- Initiate Emergency Evacuation - Triggers the emergency evacuation, only available on red alert
- Send a Distress Beacon - Sends an SOS signal from the Almayer that can be received by Responders, only available on red alert
Provisions
As the Commanding Officer of the USS Almayer, you have special provisions the typical Commissioned Officer or Enlisted Personnel do not possess, these include:
- Battlefield Execute personnel under your command if they have committed crimes that threaten other Marine Personnel, the ship or the operation.
- Pardon personnel who have committed Major or Minor crimes from the brig.
- Demote personnel who have committed Major crimes to a junior position in their department
- Deputise Command Staff or the synthetic to perform arrests if Military Police are not avaliable.
More Information can be found on CO Provisions
Expectations
All Commanding Officers of the USCM are expected to abide by the Code Of Conduct and Marine Law failure to meet these expectations can result in being detained by the Almayers Military Police or a possible demotion
Mutinies
Mutinies can happen for many reasons, but it's mostly due to the marines not liking something you did. this could be for a multitude of reasons. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down or fighting them off.
Taking on the mutiny head-on can be scary at first but remember that you've got an always loyal crew of MPs and possibly CIC staff, and an easily defendable location. You'll be able to funnel them in and hopefully taser them down, arresting them in progress. If it comes to guns, you'll be ready to fight them off if the mutiny is relatively small.
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they'll treat you right.
Abilities: Orders
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the character's leadership skill is, an example being that the Commanding Officer's order will last longer than a Squad leader's order. The leadership skill also determines the intensification of the ability, the higher it is, the more intense the effects of the order are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.
Orders: | Description: |
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Move! |
Increased mobility and chance to dodge projectiles. |
Hold! |
Increased resistance to pain and combat wounds. |
Focus! |
Increased gun accuracy and effective range. |
Medals
To show that a member of the Almayer's crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving Marine.
Medal System
The Tech Tree
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.
Tech: | Description: | Cost: |
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Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget. | Free (one time purchase) | |
This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see the dropship fabricator list in the PO's page.) | 12 (+1 every purchase) | |
This tier 1 tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see supply crates buy list in the requisitions page. | 15 (+1 every purchase) | |
Enables the second tier of the tech tree. The only tier 2 techs are for resupplying any and all OB warheads. | 5 (one time purchase) | |
This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead. | 10 (+2 every purchase) | |
This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead. | 10 (+2 every purchase) | |
This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead. | 10 (+2 every purchase) | |
Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics. | 5 (one time purchase) | |
Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes. | 10 (+5 per purchase) |
Your Skillset
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To find out about how the skill system works head over to the skills system page.