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Auxiliary Support Officer: Difference between revisions

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{{Rolling Encryption}}
{{Rolling Encryption}}
=The Tech Tree=
{{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 tier1.png]]
[[#ARC Acquisition|'''ARC Acquisition''']]
|style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |Requisitions the [[#M540-B Armored Recon Carrier|'''M540-B Armored Recon Carrier''']]. A lightly armored reconnaissance and intelligence vehicle.
|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.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
{{MarineSkills

Latest revision as of 16:18, 17 December 2025

COMMAND
ASO.png
Auxiliary Support Officer
Difficulty: Hard
Supervisors: Executive Officer, Commanding Officer
Rank: First Lieutenant [Under 70hrs] / Captain [70hrs]
Duties: Ensure auxiliary departments are running smoothly.
Guides: Requisitions Overview and Supply Crates, Intelligence, Piloting, Construction, Guide to Engineering, Guide to Combat Information Centre
Unlock Requirements: Five hours as any squad role. Five hours as requisitions. Five hours as engineering. Five hours as any auxiliary role.
Detailed Description:
|__________|
Your job is to oversee the hangar crew, the intel officers, the engineering department, and requisitions department. You have many responsibilities and your subordinates are mostly self-reliant, but sometimes you may be expected to fill in if a department is lacking. Assist where you can and make sure command personnel are confident the auxiliary departments are operating at peak efficiency. You are also third in command of the Almayer and will be expected to run CIC when the Commanding Officer and Executive Officer are unavailable or deployed.
|__________|


The Auxiliary Support Officer

You are the Auxiliary Support officer. Your job as the Auxiliary support officer is to coordinate between the different auxiliary departments to maintain direct and active support of main combat personnel. If there is no Commanding Officer or Executive Officer around, you are next in the chain of command of the Marines. As the Support Officer, you are not allowed to deploy groundside to assist with the FOB construction or defense unless a nuclear device has been deployed.

Hangar Crew

The Pilot Officers, and Dropship Crew Chiefs manage the flight of the two dropships in the hangar bays. Depending on who may have woken up, you may be asked to assist them with printing and attaching of dropship parts or asked to fly one of the dropships if nobody else is available to do so, although it is more likely you may be tasked with enabling the autopilot.

Intel

The Intelligence Officers manage the collection and processing of data. You may be asked by Intel officers to take any crates filled with info to the processing room, be asked to sort through it, or asked to take any alien/marine corpses up to Research for processing by them. Additionally, an overwatch console exists in the intelligence room for your usage - so that you may watch them and ensure they don't die.

Engineering

The Chief Engineer and Maintenance Technicians are in charge of maintaining the ship, including repairs, loading the orbital cannon, setting the anti-air countermeasures, and ensuring the reactors run smoothly and power flows throughout the ship. If there is an Auxiliary Support Officer, Maintenance Technicians and the Chief Engineer may deploy freely. There should always be a member of the Engineering crew or the Auxiliary Support Officer on the Almayer at all times.

Requisitions

Requisitions, alongside the Quartermaster and the Cargo Technicians within it, is in charge of supplying the marines with equipment, ammo, and materials. You may be asked to assist with bringing crates back to the Requisitions bay, or to ensure that needed supply crates are sent if requisitions is overloaded with requests from marines or if nobody has woken up. Additionally, some scrupulous Quartermasters may begin purchasing illegal goods - and it is your job to ensure that whatever happens does not infringe on the ability for marines to run the operation.

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 characters leadership skill is, an example being that the Commanding Officers order will last longer then a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects 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:
Issue Orders-Move.png
Move!
Increased mobility and chance to dodge projectiles.
Issue Orders-Hold.png
Hold!
Increased resistance to pain and combat wounds.
Issue Orders-Focus.png
Focus!
Increased gun accuracy and effective range.

Rolling Encryption for Groundside Announcements

Encyption Computers.png
When the groundside comms relays are offline, squad and command announcements will become increasingly garbled over time. You can use the encryption computers to restore the announcement clarity; however, clarity once restored will still decay over time until the comms relays are brought back online.


To use these computers, you must be trained (level 1 or higher) in the Intel skill. This includes command, senior command, auxiliary support officers, and research staff.

These exact values can vary, but normally, announcements lose 2.5% clarity every 30 seconds when comms are down. The minimum clarity is 45%, which happens after 10 minutes without comms or encryption. Clarity can be restored to a maximum of 95%.

Purple
Encryption Decoder Computer
Decoder.png
This generates a challenge token from the current encryption stream.
  • Use the "Decode Current Stream" button to generate the encryption challenge token.
  • Click the print button at the top right to punch and print the challenge token onto a punchcard.
    • OR manually enter the challenge token into the Cipher Computer's input by entering the decimal that corresponds to the desired hex.
Blue
Encryption Cipher Computer
Cipher.png
This decrypts codes using a cipher phrase to create an encoded challenge phrase.
  • Insert the challenge token punchcard into the Cipher Computer.
    • OR manually enter the challenge token in the top input section from the Decoder Computer.
  • Use the less-than "<" and greater-than ">" symbols to cycle through the options until you decipher the challenge token into a word.
    • If you inserted a punchcard and none of the settings create a word, then there may be a character that was incorrectly punched as a zero. This results in you almost getting a word, but having one letter (the erroneous zero) wrong. You can fix this by clicking and dragging up or down on the mispunched zero to adjust it to its proper value or manually entering the correct value from the Decoder Computer.
  • Once you have found the cipher word, note the "cipher setting," which will be a number between 0 and 26.
  • Use the print button at the top right to print the output of the deciphered challenge token onto a punchcard.
Red
Encryption Encoder Computer
Encoder.png

Ping Pong.png
This uploads encoded phrases to restore announcement clarity.
  • Insert the deciphered challenge token punchcard into the Encoder Computer.
  • Set the nob on the left to the "cipher setting" from the Cipher Computer.
  • Use the "Submit New Encoding" button to test your decrypted challenge token.
    • If your "PING" generates a "PONG," then announcement clarity has been restored to maximum clarity (normally 95%).
    • If your "PING" only generates a partial "PONG," then too much time has passed. This means your token is partially out of date, but announcement clarity is still partially restored.
    • If you input a deciphered challenge token punchcard, then there is a chance that one character was incorrectly punched as a zero. This will cause your PING to completely fail. You can fix this by clicking and dragging up or down on the mispunched zero to adjust it to its proper value or manually enter the correct value.
White
Punchcards
Punchcard.png
  • To check approximately how much announcement clarity you have, submit the last successful decipher challenge token. The number of "PONG" letters you have indicates the clarity:
    • 4 letters means >90% clear.
    • 3 letters means >75% clear.
    • 2 letters means >60% clear.
    • 1 letter means >45% clear.
    • 0 letters means 45% clear.
  • The Decoder and Cipher Computers each start loaded with 10 punchcards.
  • Four punch card stacks are on the table in front of the computers, and each stack contains five punchcards.
  • You can insert a punchcard stack into the computers to refill them, and hover over the "print" button to check how many punchcards the computer has left.
  • More punchcard stacks can be found on the ground by Intelligence Officers.

Hex to Dec Converters

Hex to a Decimal Conversion Table
As a Hexcode As a Decimal
0x00 0
0x01 1
0x02 2
0x03 3
0x04 4
0x05 5
0x06 6
0x07 7
0x08 8
0x09 9
0x0A 10
0x0B 11
0x0C 12
0x0D 13
0x0E 14
0x0F 15
0x10 16
0x11 17
0x12 18
0x13 19
0x14 20
0x15 21
0x16 22
0x17 23
0x18 24
0x19 25
0x1A 26
In-Game Paper Version
[h2]How to Convert a Hex to a Decimal[/h2]

[table][row][cell][b]Hex[cell][b]Decimal
[row][cell]0x00[cell]0
[row][cell]0x01[cell]1
[row][cell]0x02[cell]2
[row][cell]0x03[cell]3
[row][cell]0x04[cell]4
[row][cell]0x05[cell]5
[row][cell]0x06[cell]6
[row][cell]0x07[cell]7
[row][cell]0x08[cell]8
[row][cell]0x09[cell]9
[row][cell]0x0A[cell]10
[row][cell]0x0B[cell]11
[row][cell]0x0C[cell]12
[row][cell]0x0D[cell]13
[row][cell]0x0E[cell]14
[row][cell]0x0F[cell]15
[row][cell]0x10[cell]16
[row][cell]0x11[cell]17
[row][cell]0x12[cell]18
[row][cell]0x13[cell]19
[row][cell]0x14[cell]20
[row][cell]0x15[cell]21
[row][cell]0x16[cell]22
[row][cell]0x17[cell]23
[row][cell]0x18[cell]24
[row][cell]0x19[cell]25

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:
Tech tier1.png

Tech Tier 1

Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include expanding budgets and requesting vehicles. Free (one time purchase)
Tech tier1 dropship.png

Dropship Budget Increase

This supplies 2,000 points to the dropship fabricator. For what they can fabricate with these points see the dropship fabricator list in the PO's page. 6 (+1 every purchase)
Tech tier1 dropship.png

Requisitions Budget Increase

This supplies (roughly) $5,000 to the requisition budget. It varies depending on the marine count.[?]
; where cannot be less than one
For what it can buy see supply crates buy list in the requisitions page.
7 (+1 every purchase)
Tech tier1.png

ARC Acquisition

Requisitions the M540-B Armored Recon Carrier. A lightly armored reconnaissance and intelligence vehicle.

You cannot normally have the ARC and the tank. The Tank Crewman roles open at 200+ server population. If the ARC has already been bought, then the tank cannot be called up.

5 (one time purchase)
Tech tier2.png

Tech Tier 2

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)
Tech tier2 warhead inc.png

Additional OB Projectile - Incendiary

This supplies requisitions with an incendiary orbital cannon warhead and five fuel blocks. 5 (+2 every purchase)
Tech tier2 warhead cluster.png

Additional OB Projectile - Cluster

This supplies requisitions with a cluster orbital cannon warhead and five fuel blocks. 5 (+2 every purchase)
Tech tier2 warhead he.png

Additional OB Projectile - HE

This supplies requisitions with a high explosive orbital cannon warhead and five fuel blocks. 5 (+2 every purchase)
Tech Tier3.png

Tech Tier 3

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)
Cryorines.png

Wake up Additional Troops

Wakes up additional troops to fight any threat. Includes a squad leader, combat technician, corpsmen, and two riflemen. Repurchases will awaken five riflemen instead. Any marines not claimed will become freed mobs for observers. 6 (+6 per purchase)
Cryospec.png

Wake up Additional Specialist

Wakes up an additional specialist to join the fight. They can pick any specialist kit. 8 (one time purchase)
Tech Tier4.png

Tech Tier 4

Enables the fourth tier of the tech tree. The only tier 4 tech is for purchasing a nuclear device. 5 (one time purchase)
Tech nuke.png

Nuclear Device

For when it's the only way to make sure, raises a nuclear device from the ASRS. This can only be done 2 hours into the operation.
Marine Instructions
  1. Deploy and anchor it on the ground.
  2. Disable the safety.
  3. Start the 10-minute decryption.
    • You must hold both comms tower for this.
    • Anyone with command access can enable the command lockout on the nuke if you don't want squad marines to be able to interact with it.
    • If a comms tower goes offline, then decryption stops, and up to two minutes of decryption progress is lost.
  4. Once decrypted, activate the nuke when you are ready.
    • Once activated, there is a 3-minute final countdown; this CANNOT be aborted!
    • If the nuke is fully decrypted but not activated, and you lose a comms, then 2 minutes of decryption progress are lost.
Hive Countermeasures
  • The hive can see where the nuke is deployed, and the comms tower locations when the Queen is on their ovipositor.
  • To disable a comms tower:
    1. Destroy the APC powering it.
      • Disabling the colony power generators may cause the comms' APCs to lose power if marines are not careful.
    2. Slash the comms tower until it breaks.
  • The Queen can interact with the nuke to reset it during any phase, even the final countdown.
    • The hive gets notified when:
      1. Decryption has started.
      2. Decryption has five minutes left.
      3. Decryption is completed.
      4. Any time decryption is halted.
      5. The final countdown starts.
      6. There is about one minute left.
      7. Any time the Queen resets it.
5 (one time purchase)

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.

Guides