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{{Marines | {{Marines | ||
| name = [[File:OrdTech.png|64px|link=Ordnance_Technician]]<br>'''[[Ordnance Technician]]''' | | name = [[File:OrdTech.png|64px|link=Ordnance_Technician]]<br>'''[[Ordnance Technician]]''' | ||
| description = Develop experimental explosive ordnance for the marines to use. <!--Make sure the Almayer's Fusion reactor | | description = Develop experimental explosive ordnance for the marines to use. <!--Make sure the Almayer's Fusion reactor is set up and working correctly. --> Repair any damage done to the Almayer and its dropships. <!--Help the Vehicle Crewman to repair and retrofit the Tank. --> Maintain the Almayer's Orbital Cannon and provide heavy artillery support. Do janitorial duties. | ||
| difficulty = '''Medium'''}} | | difficulty = '''Medium'''}} | ||
{{Marines | {{Marines |
Revision as of 23:46, 28 November 2024
"These Colonial Marines are some tough hombres, and they're packing state-of-the-art firepower. Nothing they can't handle... Right, Lieutenant?" - Burke to Lieutenant Gorman. Aliens
You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its dreary grey walls, the USS Almayer. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the preparation rooms to gear up and head to briefing, you ponder what kind of grunt work they’re shoving you into you to this time…
So you’ve signed up for the United States Colonial Marines, eh? Well, lucky for you, we’re able to give you just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy-dandy guide below, and you’ll be able to know all the dumb sh*t you should’ve known already!
For a less serious take on this page (and a how not to play guide), go here.
See Template:Marines for instructions on how to add a new job.
Command
The Command Department is the "Brains" of the USS Almayer, leading and coordinating the squads and the other support staff of the ship to fight and win against the Aliens.
Job | Role | Difficulty |
---|---|---|
Commanding Officer |
The entire USS Almayer is under your control. Lead your company and complete the mission in a victory for the USCM! Note: Currently the job is whitelisted, click here to go to the application form. |
Very Hard |
Executive Officer |
2nd in Command of the Almayer. Execute the orders the Commanding Officer gives you. Fill in for the CO if needed. Manage the Staff Officers at your disposal. | Hard |
Staff Officer |
Execute the Executive Officer's orders. Manage the Overwatch consoles to keep the squads in functioning condition. | Medium |
Senior Enlisted Advisor |
Advise and train inexperienced crew members and marines alike. Bark out orders to new privates to get geared. Note: Uniquely for Mentors & Staff: Apply Here |
Medium |
Auxiliary Support
The Auxiliary support personnel are tasked with supporting the marines either by providing support through firepower or other means.
Job | Role | Difficulty |
---|---|---|
Auxiliary Support Officer |
Coordinate the support and auxiliary departments of the operation. | Hard |
Pilot Officer 2 Pilot Officers maximum |
Transport troops via the dropship or provide close air support and medevac. Make sure no invaders get onto your assigned Dropship. | Medium |
Dropship Crew Chief 2 DCCs maximum |
Assist the pilot officer and maintain the ship's dropship as well as the dropship's wounded. | Easy |
Intelligence Officer 3 IOs maximum |
Recover intelligence objects from groundside, process, and gain tech points to support the operation by OB warhead, dropship points or requisition supply. | Medium |
Military Police
The Military Police is one of the main supports of the command staff, they ensue that the Marine Law is followed on the ship, they do this by arresting and detaining rogue marines in the brig of the Almayer. The MPs also protect the command in the case of a mutiny.
Job | Role | Difficulty |
---|---|---|
Chief MP |
Command the Military Police. Uphold and Enforce Marine Law. | Very Hard |
Warden |
Guard the brig and assist in processing unruly marines. Uphold and Enforce Marine Law. | Medium |
Military Police |
Uphold and Enforce Marine Law. Detain anyone not following Marine Law. Defend the ship from invaders. Keep the crew of the Almayer safe. Protect your doughnut stash. | Medium |
Marine
The Ground Troops of the Colonial Marines are enlisted into the service. They form the main fighting body of the Almayer and are sent planetside to fight all kinds of dangers throughout the Neroid Sector. They are divided between four squads Alpha, Bravo, Charlie, or Delta each squad has a Squad Leader, they also have five support roles to help during the fight planetside: A Weapons Specialist with special equipment, a Smartgunner with IFF tracking, a Hospital Corpsman with the equipment and know-how to help injured Marines, the Combat Technician to build or demolish constructions and lastly the standards, the main fighting body against the aliens, noted for having low intelligence.
Job | Role | Difficulty |
---|---|---|
Squad Leader 1 per squad |
Leader of one of the four marine squads. Give your squad and fireteams objectives and follow orders from Command. Keep your squad in one piece. | Hard |
Fireteam Leader 2 per squad |
Follow the squad leader's orders and command your fireteam. Co-ordinate with CAS and fire support elements. | Medium |
Weapons Specialist 1 per squad |
Has access to heavier more powerful weaponry and equipment to their disposal. Combat professional, lead the squad if needed. | Medium |
Smartgunner 1 per squad |
Has the M56 Smartgun at their disposal. Support your Squad with heavy weaponry and give the enemy suppressing fire. | Medium |
Hospital Corpsman 2 minimum & 4 maximum per squad |
Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment. | Hard |
Combat Technician 2 minimum & 3 maximum per squad |
Build or remove fortifications. Establish and maintain FOB and Power. Gain access to blocked off areas. | Medium |
Rifleman Unlimited |
Follow orders from those above you. Do your job and shoot when you're needed to shoot. Don't die in the process. | Easy |
Engineering
The Engineering Department is one of the most important roles to support the use of the Almayer, they are responsible for setting up the engine and repairing any damage on the Almayer.
Job | Role | Difficulty |
---|---|---|
Chief Engineer |
Oversee engineering and telecomms. Manage the MTs at your disposal. Keep the ship in functioning condition. | Hard |
Ordnance Technician |
Develop experimental explosive ordnance for the marines to use. Repair any damage done to the Almayer and its dropships. Maintain the Almayer's Orbital Cannon and provide heavy artillery support. Do janitorial duties. | Medium |
Maintenance Technician |
Make sure the Almayer's Fusion reactor if needed. Repair any damage done to the Almayer and its dropships. Maintain the Almayer's Orbital Cannon and provide heavy artillery support. Do janitorial duties. | Easy |
Medical / Research
The Medical department is a very critical for the success of the marines, they heal injured marines when their local squad medic can't fix them and perform surgeries for particularly bad cases. The researcher is a special role with the job of developing special equipment for the marines.
Job | Role | Difficulty |
---|---|---|
Chief Medical Officer |
Oversee Medbay, Research, and Chemistry. Manage your medical crew. Advise the Command staff on matters of health and wellness of the marine force. | Hard |
Doctor |
Treat all patients that come into medbay. Transfer injured marines from the hanger to medbay. Perform surgery if needed. | Medium |
Nurse |
Aid the doctors and medics in providing aid to the wounded. Produce chemicals | Easy |
Researcher |
Conduct research on what is sent to you. Create and analyze new chemicals, tools and objects. | Medium |
Supply
The Supply Department is a smaller support department, their main job is to make sure to send more equipment to the marines via supply drop or via dropship, they also distribute attachments on the Almayer.
Job | Role | Difficulty |
---|---|---|
Quartermaster |
Oversee the cargo area of the ship. Supply the marines with attachments. Order in supplies on the cargo ship for the marines or Almayer staff. | Medium |
Cargo Technician |
Assist the quartermaster. Move supplies if needs be. | Easy |
Mess Technician |
Prepare food for the marines and shipside crewmembers. | Easy |
Synthetic
The Synthetic role is unique as the player takes control over a non-human robotic synthetic. Stronger, faster and more powerful than the average human, synthetics, however, are held back by restricting laws and rules that govern their actions. Currently Synthetic and Working Joe are whitelisted, click here to go to the application form. Working Joe can also be earned by becoming staff, which can done here.
Job | Role | Difficulty |
---|---|---|
Synthetic |
Assist the crew of the USS Almayer in any and all applicable tasks. Additionally, they can spawn as synthetic survivors. | Very Hard |
Working Joe |
Assist in maintaining the cleanliness of the ship and putting things in their proper place. | Medium |
Non-USCM Jobs
These roles are not members of the United States Colonial Marines. The Liaison and the Correspondent are the only ones that take part of the Almayer while the Survivor is a colony job and the mercenaries are an Emergency Response Team.
Job | Role | Difficulty |
---|---|---|
Corporate Liaison |
Be the direct line of communication between the Almayer and Weyland-Yutani by sending faxes. Make sure the interests of the Weyland-Yutani are retained. | Medium |
Combat Correspondent |
Report on the various on goings of the operation to the public | Easy |
Survivor |
Survive the infestation at the colony. | Very Hard |
Responders |
Answer the distress call and help the marines... or make their lives worse. | Hard |
Alien Cultists |
Infect marines, serve the hive, praise the Queen! | Medium |
Playtime Medals
As you play more of a specific role you will gain medals that you can simply put on your armor or flex about the twenty space vietnams you have been through. The amount of time needed per medal is as follows:
- Bronze: 10 hours
- Silver: 25 hours
- Gold: 70 hours
- Platinum: 175 hours
Playtime Ranks
Similar to Medals as you play more of a specific role you will gain a new rank of a grade one higher than the previous or base rank. If different ranks exist for the specific role, additionally not all roles have two rank ups. The amount of time needed for ranks is as follows:
- 1st Rank up: 10 hours
- 2nd Rank up: 70 hours.
Links
Major Factions | |
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Minor Factions | |
Ships | |
Maps | |
Species | |
Stories |