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PVE:Starter Guide

From CM-SS13 - Wiki
Revision as of 16:39, 25 July 2024 by Harryob (talk | contribs) (add link and golden arrow image)

This guide provides a basic overview of CM-SS13: PVE. Join the Discord.

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Everyone

Ammo and weapons are in the armory, and your basic gear can be found in the prep room. M41AMK1 ammo is located in the crates in the prep room and must be crowbar’d open.

Everyone has engineering/construction/fireman carry skills.

Welders do not need welder goggles.

Basic marine gloves are insulated

Sentries are far stronger.

YOU DO NOT HAVE REVIVES

DEFIBS DO NOT EXIST

Instead, you actually die at -200 rather than -100 HP. Be careful!

Platoon Commander

Shortly after mission start, expect either a fax or phone call in your office denoting your platoon’s objectives for the mission. Make a plan to complete the objectives, conduct brief with *at least* the sergeants of the platoon, have the platoon deploy. You should be mostly handling overwatch and guiding the squad via squad messages. This will be a more relaxed role but you do have high responsibilities as the person who knows where everyone needs to be going. Remember to relay orders through the proper chain of command. Many times the game master will be communicating directly with you.

Platoon Sergeant

Wake up, get geared with the boys and make sure everyone gets what they need and haul it to brief. You are the hands of the platoon commander. Keep people together and follow orders best you can. You will be deploying and are the highest authority on the ground.

Squad Sergeant

As you wake up you will be assigned leadership of one of the squads (fireteams in normal CM). You will have two riflemen and a smartgunner. Make sure you keep these people close and all of your marines are taken care of. Follow orders best you can. You are crucial for cohesion of the overall group.

Smartgunner

You will wake up and be assigned a squad (fireteam in normal CM). Make sure to listen to your sergeants. Your smartgun is located in a special locker in the prep room.

While you still have regular IFF, you will not be able to fire if someone with IFF is in your firing line. It’s essentially baby-proofing for friendly fire. As an offset, you have been significantly buffed. Lacks belts to carry the ammo, ammo bearer recommended

Rifleman

You are the backbone of the squad. You will find most of the gear you need prep room and your weapons in the armory just beyond prep. Listen to your sergeants.

Platoon Corpsman

You will have to gear up with the rest of the grunts from the prep room for the time being, but you’ll have a special vendor in the Medbay that will contain special chem mixes for your mission. Keep in mind, you do not have a defib. You must keep people from bleeding out all the way. You also have a new chem: Concentrated Adrenaline. This chemical will pull people out of critical conditions to move and keep fighting but will do oxy and heart damage. Good luck!