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The same principles as the Commanding Officer and are under his/her command. | The same principles as the Commanding Officer and are under his/her command. | ||
=Techwebs= | ==Techwebs== | ||
The Marine's Techwebs allow your battalion to purchases powerful abilities that improves the individual Marine capabilities. | The Marine's Techwebs allow your battalion to purchases powerful abilities that improves the individual Marine capabilities. | ||
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==Communications Console== | ==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 [[Responders|Emergency Response Team]] that might save the day or ruin it depending on who answers your plea's for help. | 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 [[Responders|Emergency Response Team]] that might save the day or ruin it depending on who answers your plea's for help. | ||
=Abilities: Orders= | =Abilities: Orders= |
Revision as of 20:14, 11 March 2021
Difficulty: Hard Supervisors: Commanding Officer Rank: Commander Duties: Obey and support the Commanding Officer. Help run the operation. Guides: Leadership ; Marine Law Unlock Requirements: Three hours as a Squad Leader, Cargo Technician and Staff Officer 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. You can go down to the FOB if there is one setup to further command the marines BUT the Commanding Officer must stay onboard the Almayer. The Commanding Officer is to stay on the Almayer until you have returned to the ship and vice versa for the Commanding Officer.
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.
Techwebs
The Marine's Techwebs allow your battalion to purchases powerful abilities that improves the individual Marine capabilities.
In order for you to unlock them for your marines, head over to the tech control console to take command of the purchasing of Techs. toleft There can be only one Officer allowed to take control of purchasing Techs.
If an Officer outranking the current control wants to take over, they simply follow the instructions above, overriding the previous controller.
Head over to here to learn more.
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 engineers, 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 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
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: |
---|---|
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.
Guides
- Executive Officer: Unleash your Inner General by Thesoldier