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|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades. | |Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades. | ||
'''Costs | '''Costs 18 points.''' | ||
|Icon = hedp_packet | |Icon = hedp_packet | ||
|Title = M40 HEDP High Explosive Packet | |Title = M40 HEDP High Explosive Packet | ||
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|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades. | |Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades. | ||
'''Costs | '''Costs 18 points.''' | ||
|Icon = hidp_packet | |Icon = hidp_packet | ||
|Title = M40 HIDP Incendiary Packet | |Title = M40 HIDP Incendiary Packet | ||
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|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades. | |Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades. | ||
'''Costs | '''Costs 18 points.''' | ||
|Icon = hpdp_packet | |Icon = hpdp_packet | ||
|Title = M40 HPDP White Phosphorus Packet | |Title = M40 HPDP White Phosphorus Packet | ||
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|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades. | |Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades. | ||
'''Costs | '''Costs 9 points.''' | ||
|Icon = hsdp_packet | |Icon = hsdp_packet | ||
|Title = M40 HSDP Smoke Packet | |Title = M40 HSDP Smoke Packet | ||
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|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades. | |Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades. | ||
'''Costs | '''Costs 20 points.''' | ||
|Icon = agm_airburst_packet | |Icon = agm_airburst_packet | ||
|Title = M74 AGM-Frag Airburst Packet | |Title = M74 AGM-Frag Airburst Packet | ||
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|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades. | |Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades. | ||
'''Costs | '''Costs 20 points.''' | ||
|Icon = agm_incendiary_airburst_packet | |Icon = agm_incendiary_airburst_packet | ||
|Title = M74 AGM-Incendiary Airburst Packet | |Title = M74 AGM-Incendiary Airburst Packet | ||
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|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades. | |Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades. | ||
'''Costs | '''Costs 20 points.''' | ||
|Icon = hornet_packet | |Icon = hornet_packet | ||
|Title = M74 AGM-Hornet Airburst Packet | |Title = M74 AGM-Hornet Airburst Packet |
Revision as of 19:03, 4 February 2022
Difficulty: Medium Supervisors: Squad Leader Rank: Corporal Duties: Deploy orbital drop pods containing advanced munitions and supplies, relay information to CIC, be the backup communications operator. Guides: None Unlock Requirements: 8 hours as any squad roles. Detailed Description: Your job is to assist the marines by calling down drop pods containing advanced munitions and supplies. You're also meant to relay information on the battlefield to command and update them on the tactical situation. |__________| |
Overview
The Squad Radio Telephone Operator (RTO) is a role dedicated to people who are willing to communicate with command and the squad, making the perfect bridge of information and communication from command to ground-side personal and vice versa. The RTO is a Sergeant (SGT) who is second in command of the current squad, if there's no SL you will be the next squad leader due to the importance of your job. Due to how there are two RTO's.per squad with equal rank, it is down to you and the other RTO to decide who will take on the mantle of Acting Squad Leader, and who will support them in that role if the squad leader falls in battle.
Radio Telephone Operator Equipment Rack
Equipment: | Description: | |
---|---|---|
USCM Combat Boots |
Standard issue combat boots used by the USCM for combat situations. | |
USCM RTO Fatigues |
Standard-issue RTO fatigues, only worn by USCM RTOs. | |
USCM Combat Gloves |
Standard issue insulated marine tactical gloves. | |
M4 pattern radio operator plate armour |
A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by Squad Radio Telephone Operators
| |
USCM Headset |
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the JTAC and Requisition comms channel. | |
M10 Pattern Marine Helmet |
An experimental brain-bucket. A dust ruffle hangs from back instead of the standard lobster shell design. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your IMPORTANT phone calls. Usually worn by Radio Telephone Operators. | |
USCM Radio Telephone Pack |
A heavy-duty pack, used for telecommunications between central command. Commonly carried by RTOs. | |
MRE |
Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy. | |
Essential RTO Utilities |
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
Two packets of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area. |
Belt: | Description: |
---|---|
G8-A General Utility Pouch |
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items. |
M276 Pattern Ammo Load Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines. |
M276 General Pistol Holster Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines. |
M276 Pattern M39 Holster Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued. |
M276 Pattern M44 Holster Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay. |
Shotgun Shell Load Rig |
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells. |
M276 Pattern Toolbelt Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work. |
M276 Pattern M40 HEDP Rig |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.
It is one of the belt options of the ColMarTech Automated Closet.
|
Pouch: | Description: | ||||||||
---|---|---|---|---|---|---|---|---|---|
First-Aid Pouch(Refillable Injectors) |
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a medical vendor on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following: | ||||||||
First-Aid Pouch(Splints, Gauze, Ointment) |
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.It contains the following:
| ||||||||
First-Aid Pouch(Pill Packets) |
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Comes with two packets of 4 pills. One containing Tricordazine and the other with Tramadol. It is one of the pouch options of the ColMarTech Automated Closet.
It contains the following: | ||||||||
Flare Pouch |
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | ||||||||
Fuel Pouch |
Two rings straps that loop around M240 variety napalm tanks. Handle with care.
Can be worn by attaching it to a pocket. | ||||||||
Large General Pouch |
A general purpose pouch used to carry small items and also magazines. Contains 3 slot. | ||||||||
Sling Pouch |
Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch. | ||||||||
Large Pistol Magazine Pouch |
Pouch able to hold 6 pistol magazines. It is one of the pouch options of the ColMarTech Automated Closet and is found in Requisitions.
| ||||||||
Magazine Pouch |
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots. | ||||||||
Shotgun Shell Pouch |
A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.
It is one of the pouch options of the ColMarTech Automated Closet. Contains 5 slots. | ||||||||
Medical Pouch |
Large pouch able to hold a wide array of medical supplies. | ||||||||
Medkit Pouch |
Special issue pouch, able to hold a medkit. | ||||||||
Sidearm Pouch |
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol. | ||||||||
Tools Pouch |
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 4 slots. Can hold the following items below: |
Mask: | Description: |
---|---|
File:Gas mask.png Gas Mask |
A face-covering mask that can be connected to an air supply. It is currently purely cosmetic. |
Heat Absorbent Coif |
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgotten theirs. |
Radio Telephone Operator Gear Rack
Magazine: | Description: |
---|---|
L42A Armor Piercing Magazine Costs:10 points |
Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines. |
M39 Armor Piercing Magazine Costs:10 points |
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage. |
M39 Extended Magazine Costs:10 points |
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. |
M41A Armor Piercing Magazine Costs:10 points |
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. |
M41A Extended Magazine Costs:10 points |
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. |
M44 heavy speed Loader Costs:10 points |
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect. |
M4A3 Hollow Point Magazines Costs:5 points |
Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions. |
M4A3 Armour Piercing Magazines Costs:5 points |
Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage. |
Weapon: | Description: |
---|---|
Contains three HEDP high explosive grenades.
Costs 18 points. | |
Contains three HIDP incendiary grenades.
Costs 18 points. | |
Contains three HPDP white phosphorus grenades.
Costs 18 points. | |
Contains three HSDP smoke grenades.
Costs 9 points. | |
Contains three AGM-F airburst grenades.
Costs 20 points. | |
Contains three AGM-I incendiary grenades.
Costs 20 points. | |
Contains four AGM-H hornet grenades.
Costs 20 points. | |
Contains three claymores. Can also be acquired via Requisitions or asking a Squad Engineer if they have spare.
Costs 20 points. |
Supplies: | Description: | ||||
---|---|---|---|---|---|
Autoinjector Pouch Costs: 15 Points |
A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.
Contains: | ||||
Binoculars Costs: 5 Points |
A military-issued pair of binoculars. There is nothing special about this pair of binoculars. | ||||
Fulton Device |
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack. | ||||
Large Magazine Pouch |
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Contains 4 slots. | ||||
Motion Detector |
The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).
| ||||
Plastique Explosive Costs:10 points |
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 5 meter radius.
| ||||
Sensor Mate Glasses |
A much older heads-up display that displays the last known biometric data from suit sensors of any given individual. When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. | ||||
Roller Bed |
Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
| ||||
Large General Pouch |
A general purpose pouch used to carry more small items and also magazines. Contains 3 slots. | ||||
Shoulder Holster |
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. | ||||
H5 Pattern M2132 Machete Scabbard |
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. | ||||
H6B pattern M2132 machete scabbard |
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. | ||||
Mini Extinguisher Costs:5 points |
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | ||||
Whistle Costs:5 points |
A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. | ||||
Welding Goggles Costs:5 Points |
A pair of Welding Goggles. Goes on the eyes slot. | ||||
Powerloader Certification Costs:45 points |
A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader. | ||||
Large Shotgun Shell Pouch |
It can contain more handfuls of shells, or bullets if you choose to for some reason.
A large shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots. |
Radio Keys: | Description: |
---|---|
Engineering Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the engineering channel with :n. |
Tactics Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the tactics channel with :t. |
JTAC Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the JTAC channel with :j. |
Supply Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the supply channel with :u.
|
Calling in Drop Pods
Techwebs are currently disabled, so this no longer works.
One of the previous tasks of this job task was to call down a drop pod to a nearby location, to will allow marines to get techs from them. To do this, click on the Call Droppod ability in the top left of the screen. You'll be prompted to select any available techs the marines have unlocked and once selected, a red impact circle will be seen on where it will land.
Please stand clear of it as it will gib anything under it. The time till impact is dependent on the ceiling type.
Once it has landed, simply click on the drop pod to take out what you've sent down.
You can recall the drop pod manually by middle clicking again. Or if you wait long enough, it'll go up on its own.
Relaying Information
Since you have access to all communications, its recommended that you relay information directly to the CIC. With a constant update on the battlefield, they'll be able to make better informed decisions.
You'll also be able to coordinate with other support elements like CAS and Requisitons.
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: |
---|---|
Move! |
Increased mobility and chance to dodge projectiles. |
Hold! |
Increased resistance to pain and combat wounds. |
Focus! |
Increased gun accuracy and effective range. |
Your Skillset
To find out about how the skill system works head over to the skills system page.
Further Reading
Guide to the Radio Telephone Operator: Communications Expert - By Nihad7