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| Difficulty: Hard Supervisors: Executive Officer, Commanding Officer Rank: First Lieutenant [Under 70hrs] / Captain [70hrs] Duties: Ensure auxiliary departments are running smoothly. Guides: Requisitions Overview and Supply Crates, Intelligence, Piloting, Construction, Guide to Engineering, Guide to Combat Information Centre Unlock Requirements: Five hours as any squad role. Five hours as requisitions. Five hours as engineering. Five hours as any auxiliary role. Detailed Description: Your job is to oversee the hangar crew, the intel officers, the engineering department, and requisitions department. You have many responsibilities and your subordinates are mostly self-reliant, but sometimes you may be expected to fill in if a department is lacking. Assist where you can and make sure command personnel are confident the auxiliary departments are operating at peak efficiency. You are also third in command of the Almayer and will be expected to run CIC when the Commanding Officer and Executive Officer are unavailable or deployed. |__________| | |
The Auxiliary Support Officer
You are the Auxiliary Support officer. Your job as the Auxiliary support officer is to coordinate between the different auxiliary departments to maintain direct and active support of main combat personnel. If there is no Commanding Officer or Executive Officer around, you are next in the chain of command of the Marines. As the Support Officer, you are not allowed to deploy groundside to assist with the FOB construction or defense unless a nuclear device has been deployed.
Hangar Crew
The Pilot Officers, and Dropship Crew Chiefs manage the flight of the two dropships in the hangar bays. Depending on who may have woken up, you may be asked to assist them with printing and attaching of dropship parts or asked to fly one of the dropships if nobody else is available to do so, although it is more likely you may be tasked with enabling the autopilot.
Intel
The Intelligence Officers manage the collection and processing of data. You may be asked by Intel officers to take any crates filled with info to the processing room, be asked to sort through it, or asked to take any alien/marine corpses up to Research for processing by them. Additionally, an overwatch console exists in the intelligence room for your usage - so that you may watch them and ensure they don't die.
Engineering
The Chief Engineer and Maintenance Technicians are in charge of maintaining the ship, including repairs, loading the orbital cannon, setting the anti-air countermeasures, and ensuring the reactors run smoothly and power flows throughout the ship. If there is an Auxiliary Support Officer, Maintenance Technicians and the Chief Engineer may deploy freely. There should always be a member of the Engineering crew or the Auxiliary Support Officer on the Almayer at all times.
Requisitions
Requisitions, alongside the Quartermaster and the Cargo Technicians within it, is in charge of supplying the marines with equipment, ammo, and materials. You may be asked to assist with bringing crates back to the Requisitions bay, or to ensure that needed supply crates are sent if requisitions is overloaded with requests from marines or if nobody has woken up. Additionally, some scrupulous Quartermasters may begin purchasing illegal goods - and it is your job to ensure that whatever happens does not infringe on the ability for marines to run the operation.
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. |
Rolling Encryption for Groundside Announcements
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This generates a challenge token from the current encryption stream.
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This decrypts codes using a cipher phrase to create an encoded challenge phrase.
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This uploads encoded phrases to restore announcement clarity.
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Hex to Dec Converters
| As a Hexcode | As a Decimal |
|---|---|
| 0x00 | 0 |
| 0x01 | 1 |
| 0x02 | 2 |
| 0x03 | 3 |
| 0x04 | 4 |
| 0x05 | 5 |
| 0x06 | 6 |
| 0x07 | 7 |
| 0x08 | 8 |
| 0x09 | 9 |
| 0x0A | 10 |
| 0x0B | 11 |
| 0x0C | 12 |
| 0x0D | 13 |
| 0x0E | 14 |
| 0x0F | 15 |
| 0x10 | 16 |
| 0x11 | 17 |
| 0x12 | 18 |
| 0x13 | 19 |
| 0x14 | 20 |
| 0x15 | 21 |
| 0x16 | 22 |
| 0x17 | 23 |
| 0x18 | 24 |
| 0x19 | 25 |
| 0x1A | 26 |
| [h2]How to Convert a Hex to a Decimal[/h2]
[table][row][cell][b]Hex[cell][b]Decimal |
The Tech Tree
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.
| Tech: | Description: | Cost: | ||
|---|---|---|---|---|
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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. | Free (one time purchase) | ||
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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. | 6 (+1 every purchase) | ||
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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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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. |
5 (one time purchase) | ||
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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. | 5 (one time purchase) | ||
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This supplies requisitions with an incendiary orbital cannon warhead and five fuel blocks. | 5 (+2 every purchase) | ||
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This supplies requisitions with a cluster orbital cannon warhead and five fuel blocks. | 5 (+2 every purchase) | ||
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This supplies requisitions with a high explosive orbital cannon warhead and five fuel blocks. | 5 (+2 every purchase) | ||
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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. | 5 (one time purchase) | ||
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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. | 6 (+6 per purchase) | ||
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Wakes up an additional specialist to join the fight. They can pick any specialist kit. | 8 (one time purchase) | ||
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Enables the fourth tier of the tech tree. The only tier 4 tech is for purchasing a nuclear device. | 5 (one time purchase) | ||
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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.
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5 (one time purchase) |
Your Skillset
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To find out about how the skill system works head over to the skills system page.
Guides
- Auxiliary Support Officer Guide by Nate Dross » 25 May 2024
- Decryption Guide by HungerJames » 25 November 2025



















