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| Line 66: |
Line 66: |
| {{M540-B ARC}} | | {{M540-B ARC}} |
| {{Rolling Encryption}} | | {{Rolling Encryption}} |
| | | {{Tech Tree}} |
| =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:'''
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| ! style="background-color:#84987A;"|'''Description:'''
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| ! style="background-color:#84987A;"|'''Cost:'''
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| |-
| |
| |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)'''
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| |-
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| |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier1 dropship.png]]
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| [[#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)'''
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| |-
| |
| |style="width:125px; border: 2px solid black; border-bottom: 4px solid black; padding: 5px;" |[[File:Tech tier1 dropship.png]]
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| [[#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)'''
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| |-
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| |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)'''
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| |-
| |
| |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2.png]]
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| [[#Tech Tier 2|'''Tech Tier 2''']]
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| |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.
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''5 (one time purchase)'''
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| |-
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| |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead inc.png]]
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| [[#Additonal OB Projectiles - Incendiary|'''Additional OB Projectiles - Incendiary''']]
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| |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.
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)'''
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| |-
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| |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead cluster.png]]
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| [[#Additonal OB Projectiles - Cluster|'''Additional OB Projectiles - Cluster''']]
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| |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.
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)'''
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| | |
| |-
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| |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech tier2 warhead he.png]]
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| [[#Additonal OB Projectiles - HE|'''Additional OB Projectiles - HE''']]
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| |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.
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+2 every purchase)'''
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| | |
| |-
| |
| |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Tech Tier3.png]]
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| [[#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.
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''5 (one time purchase)'''
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| |-
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| | |
| |-
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| |style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" |[[File:Cryorines.png]]
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| [[#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.
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| |style="border: 2px solid black; border-bottom: 2px solid black; padding: 5px;" | '''10 (+5 per purchase)'''
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| |-
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| | |
| |}
| |
| | |
| | |
| =Your Skillset= | | =Your Skillset= |
| {{MarineSkills | | {{MarineSkills |
| COMMAND
|
Executive Officer
|
Difficulty: Hard Supervisors: Commanding Officer Rank: Captain Duties: Obey and support the Commanding Officer. Help run the operation. Guides: Marine Law Unlock Requirements: 20 hours as Staff Officer, 10 hours as Squad Leader. Detailed Description: |__________| You are second in command aboard the ship, and are the next in the chain of command after the Commanding Officer. You may need to fill in for other duties if areas are understaffed, and you are given access to do so. Good luck, Commander ! |__________|
|
"Boy's definitely got a corncob up his ass."
―Private Frost, regarding Lieutenant Gorman, Aliens
The Executive Officer
You are the Executive Officer (A.K.A The X.O.) the second in command of the Marines. You have been tasked with the same objective as the Commanding Officer, you're both there to command the marines. If there is no Commanding Officer alive or available you are next in line to be in command of the marines to brief them on the mission and command them. Both you and the Commanding Officer may deploy at the same time or separately so long as CIC is staffed properly.
If you are on the Almayer and Code Red has not been set, you are not authorized to have a firearm that is bigger than a pistol and if caught you will be warned by an MP/CMP. The only exception to this is when you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set. I.e. The Almayer has been boarded.
The same principles as the Commanding Officer and are under his/her command.
Overwatch
The XO is second in command and as such you'll be telling the Staff Officers what to order the marines in the case that a Commanding Officer isn't present. You may also need to man an overwatch console so that all the squads have someone to relay their intel about the enemy to, besides their Squad Leader. A good overwatch will stay in contact with their squad and ask for regular updates on how the squad is doing, if they require any supplies and they'll make sure the two dropships are planetside for if any injured are required to be evaced, this may require that you tell the Pilot to launch early depending on which dropship the Pilot Officer is using.
Supply Beacons and Orbital Beacons
Please refer to Supply Drop and Orbital Bombardment.
Requisitions
As the XO you'll want to make sure a stream of supplies is reaching the marines while the CO is ordering the SO's and squads about, if there is no CO, you'll be ordering the SO's and squads as well as shouting at requisitions for supplies. You'll want to keep reminding requisitions of which supplies are needed, normally it'll be "We need ammo and materials for defences." Usually it's good to specify what ammo so that the Cargo Technicians can prioritise which ammo to get first in a rush, for example: "Requisitions, we need 10mm, 9mm, Buckshot and materials for defences." That example is just for general supplies, if you wanted to specify to which squad it goes to you'd just insert the squad name and if it's going by supply drop, a dropship or a squad member is picking it up from requisitions. You'll want to always be in touch with the squads making sure that they have enough supplies, if they've run out of supply beacons ask requisitions to order more or if you're in a rush ask a CT to load it onto the relevant dropship.
Medical
While you're ordering the marines about, delegating orders to the SO's and shouting at requisitions it's good to inform medical that injured are being brought up on dropships so they can prepare for the injured in the hangar, it makes the transition from the Dropship to medical smoother and a lot faster than the Doctors being surprised they just gained 10 injured out of nowhere. Usually this job is done by the pilot, however if you can't rely on your pilot to do this, keep in contact with the squads and tell medical yourself.
Engineering
If the squad you assigned to FOB duty doesn't have any combat technician, don't waste time telling them to make a cardboard box fort, send down some Maintenance Technicians to get the job done right and then once they've done their job extract them back to the USS Almayer. You can also order the Chief Engineer to deploy so long as a Auxiliary Support Officer is aboard the Almayer.
Communications Console
The communications console allows you to inform USCM High Command about the ongoing mission, make announcements for all of the marines to see, request the evacuation of the Almayer and lastly it allows you to call in a random Emergency Response Team that might save the day or ruin it depending on who answers your plea's for help.
Abilities: Orders
M540-B Armored Recon Carrier
| Armored Recon Carrier:
|
Description:
|

 M540-B Armored Recon Carrier
|
An M540-B Armored Recon Carrier (ARC). A lightly armored reconnaissance and intelligence vehicle. Entrances on the sides.
Only SOs, XOs and COs can operate the ARC, although the SEA and Synthetic can drive it. Accessible by requisitioning it in the Tech Tree.
EQUIPMENT
The M540-B Armored Recon Carrier (ARC) has access to a wide array of systems to support groundside forces.
- The ARC comes with a Data Terminal for uploading of Data from disks, as well as uploading anything the IOs read from papers. This greatly speeds up the process of uploading intel to get Intel Points.
- Including the Data Terminal, The ARC comes with a Overwatch Console to oversee a selected squad directly from the ARC.
- The ARC comes outfitted with a Tactical Map Terminal which allows you to view the TACMAP at anytime. You can also draw on its canvas and plan further from the ARC.
- To even further assist ground operations, it comes with its very own Ground Operations Terminal. It operates the same as the one in CIC.
- The ARC comes with lockable doors along with External Cameras to assess its surroundings. A Nanomed cabinet is also available inside for any medical emergencies. An Ammunition Loader is available should the turret need to be reloaded.
ABILITIES
- Deploy the Sensor Tower Antenna. Once fully deployed, the TACMAP will reveal enemy signatures within Forty-Five(45) meters. While deployed, the ARC is immobile and the RE700 Rotary Cannon is now deployed. It takes Ten seconds to deploy and retract the Antenna.
- Unbuckles yourself from the Drivers seat.
HARDPOINTS
- Wheels - Integral to the movement of the ARC. 500 Health
- U-56 Radar Antenna - A heavy-duty antenna built for the ARC. 500 Health
- RE700 Rotary Cannon - A primary two-barrel cannon for the ARC that shoots 12.7mm IFF-compatible rounds. 125 Health.
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| Problem:
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Repairing and Replacing:
|
 Broken M540-B Armored Recon Carrier
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FUBAR. Extremely bad or certain to fail or be defeated or destroyed. Fubar is short for Fucked Up Beyond All Recognition: If you don't have a good excuse, then you are fubar.
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| Repairing the vehicle frame
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Repair the frame with a welder and use a wrench.
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| Removing Modules from Hardpoints
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Use a Crowbar to uninstall any modules from the their hardpoints. If fully broken (Entirely black), the hardpoint will be lost. The only spares that come along with the ARC are the Wheels.
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| Removing/Replacing the ARCs Turret
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To replace the ARCs turret, you'll need a powerloader. Get in the powerloader and click on the ARC. Remove the turret and pickup the replacement turret. Click on the ARC once more with the turret in the powerloader's clamp.
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Rolling Encryption for Groundside Announcements
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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
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Encryption Decoder Computer
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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.
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| Blue
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Encryption Cipher Computer
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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.
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| Red
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Encryption Encoder Computer

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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.
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| White
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Punchcards
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- 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.
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Hex to Dec Converters
Hex to a Decimal Conversion Table
| As a Hexcode |
As a Decimal
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| 0x00 |
0
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| 0x01 |
1
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| 0x02 |
2
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| 0x03 |
3
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| 0x04 |
4
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| 0x05 |
5
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| 0x06 |
6
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| 0x07 |
7
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| 0x08 |
8
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| 0x09 |
9
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| 0x0A |
10
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| 0x0B |
11
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| 0x0C |
12
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| 0x0D |
13
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| 0x0E |
14
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| 0x0F |
15
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| 0x10 |
16
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| 0x11 |
17
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| 0x12 |
18
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| 0x13 |
19
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| 0x14 |
20
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| 0x15 |
21
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| 0x16 |
22
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| 0x17 |
23
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| 0x18 |
24
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| 0x19 |
25
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| 0x1A |
26
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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
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The Tech Tree
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.
| Tech:
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Description:
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Cost:
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Tech Tier 1
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Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include expanding budgets and requesting vehicles.
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Free (one time purchase)
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Dropship Budget Increase
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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.
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6 (+1 every purchase)
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Requisitions Budget Increase
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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.
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7 (+1 every purchase)
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ARC Acquisition
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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.
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5 (one time purchase)
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Tech Tier 2
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Enables the second tier of the tech tree. The only tier 2 techs are for resupplying any and all OB warheads.
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5 (one time purchase)
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Additional OB Projectile - Incendiary
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This supplies requisitions with an incendiary orbital cannon warhead and five fuel blocks.
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5 (+2 every purchase)
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Additional OB Projectile - Cluster
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This supplies requisitions with a cluster orbital cannon warhead and five fuel blocks.
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5 (+2 every purchase)
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Additional OB Projectile - HE
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This supplies requisitions with a high explosive orbital cannon warhead and five fuel blocks.
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5 (+2 every purchase)
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Tech Tier 3
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Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics.
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5 (one time purchase)
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Wake up Additional Troops
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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.
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6 (+6 per purchase)
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Wake up Additional Specialist
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Wakes up an additional specialist to join the fight. They can pick any specialist kit.
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8 (one time purchase)
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Tech Tier 4
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Enables the fourth tier of the tech tree. The only tier 4 tech is for purchasing a nuclear device.
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5 (one time purchase)
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Nuclear Device
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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
- Deploy and anchor it on the ground.
- Disable the safety.
- 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.
- 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:
- Destroy the APC powering it.
- Disabling the colony power generators may cause the comms' APCs to lose power if marines are not careful.
- 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:
- Decryption has started.
- Decryption has five minutes left.
- Decryption is completed.
- Any time decryption is halted.
- The final countdown starts.
- There is about one minute left.
- Any time the Queen resets it.
|
|
5 (one time purchase)
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Your Skillset
| Master
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| Elite
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| Expert
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| Specially Trained
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| Trained
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CQC |
Endurance |
Fireman Carry
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| Master
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| Expert
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| Specially Trained
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| Trained
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Medical |
Surgery
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| Master
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| Expert
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| Specially Trained
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| Trained
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Construction |
Engineering |
JTAC |
Leadership |
Vehicles
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| Specially Trained
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| Trained
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Firearms |
Police |
Powerloader |
Melee |
Piloting |
Domestic |
Intel
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| Trained
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Research |
Navigation |
Execution
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| Trained
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Smartgun |
M5-RPG |
M4RA Battle Rifle |
M42A Scoped Rifle |
M92 Grenade Launcher |
M240-T Incinerator
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To find out about how the skill system works head over to the skills system page.
Guides