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Pilot Officer

From CM-SS13 - Wiki
Revision as of 01:37, 19 September 2016 by Warnipple (talk | contribs)
COMMAND
Pilot.png
Pilot Officer
Difficulty: Easy
Supervisors: Command staff
Rank: Not defined
Duties: Pilot and protect the dropships
Guides: N/A
Unlock Requirements: Not available.
Detailed Description:
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So you decided to be a Pilot Officer eh? You glorious bastard. You've just enlisted yourself in one of the most boring and dangerous jobs. Well then, lets get started.


Congratulations Ensign. You'll start at the Bridge. To the south is your personal locker, its conveniently labeled Pilot Officer's locker. Take a look at the stuff in it. You probably won't be using it anyway. The most important of all the objects is your extra helmet. Your stylish helmet is not only amazing, unique and helps you get all the ladies but it can prevent two face hugger attempts before breaking. Its useful. In addition to the extra helmet, is some standard issue marine armour which you may choose to put on. Who knows the effectiveness of Vietnam War era flak jackets? Come back to this locker should the planet be overrun and make damn good sure that no one stole your extra helmet.


Once you've taken a look or have already taken a look. Make a mad dash to the RO line. You're basically a standard marine for all intents and purposes although you have an Officer rank which allows you to boss around marines. Get yourself some attachments from the RO line, you're allowed two. For this guide we recommend a barrel charger, if available and a shotgun stock. Beware, that a magharness will not work with your flak jacket so go back for your marine armour if you opt to get one.


Once that's done, go to marine prep to get kitted out. Kit out normally how you would play a marine. For this guide, I recommend a shotgun because there are people who are going to want to get up close and personal to your face and not just to rub you in a sexual way nor are they Human for that matter. I recommend you load your shotgun with some buckshot too. Nothing says "get the fuck off my ship" to a xenos better than a face full of buckshot.


After you're all dolled up and kitted out, you'll want to head to briefing like a normal marine except you're not a normal marine. Instead of sitting in any of the chairs in each squad, you want to sit in one of the chairs at the front or stand facing the marines during briefing. You're a god damn officer so act like one. Once briefing is done, join the stampede to the hanger. You want to get to your cockpit, which is basically your second home, as soon as possible and announce in the Command channel that you're ready to depart. Give the marines some time to make it to the Rasp and organize themselves but after a couple minutes when all the seats are filled then you should depart.


After that, its endless repetition of hitting that button and keeping your ship an extremely prejudice and racist, xenos-free zone.


Additional tips:


Try to wait a bit for the marines to load up the wounded and late comings to load up in the shuttle before making a trip. Announce on the Common frequency when you've just arrived and are about to depart. You want to be efficient with your trips as much as possible.


Keep your shotgun, always loaded and ready to go whenever those pesky xenos decide to go full koolaid man on a window or a door. Don't expect wounded marines to help you. Its great when you do help and manage not to friendly fire you with their highly inaccurate assault rifles. Depend on yourself for the protection of your ship.


A special benefit to being a pilot officer is that you're allowed to boss around marines while they're on your shuttle. Don't tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM's ship and thus the Commander's ship).


Leaving the Rasp is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in then you have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.