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Responders

From CM-SS13 - Wiki
EMERGENCY RESPONSE TEAM
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Responder
Difficulty: Hard
Supervisors: Depends
Rank: Not defined
Duties: Answer the distress call and help the marines or work against them.
Guides: This one
Unlock Requirements: Not available.
Detailed Description:
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(Unavailable)
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This is USS Almayer, calling anyone... Mayday, Mayday...We are under attack... They are everywhere, we are losing our crew fast! Mayday...Please help...This is USS Almayer...

USS Almayer? Come in, USS Almayer! Can you hear me? Come in, USS Almayer! ... Hang in there, Almayer! Help is on the way!


The frontiers of space can be a dangerous place: pirates, raiders and rebels frequently attack colonies and lone ships wandering in space. The military sometimes can't reach those places (or sometimes, those people want to be VERY far away from the military), for solving those problems, many mercenary groups have formed to defend those people... or at least fight for the ones that need a gun for hire.


Overview

If the marines are outgunned by the aliens or any other potential threat, the Commanding Officer can send a distress call to anybody in the nearby space vicinity, if heard by a nearby ship a Response Team (Or either a Pod full of Aliens or an empty shuttle with limited supplies) will be signaled as hearing the signal for help, from this a Response Team will dock with the Almayer. The game randomly dictates which of the Response Teams will be chosen for deployment, however these Response Teams can also be chosen by an admin to either help get the round moving or to deal with an in game event (Such as the Corporate Liaison requesting help).

To join a Response Team you need to set your "Toggle Special Role Candidacy" for Response Team to enabled and then when a Response Team message pops up go to the Ghost tab and click on "Join Response Team".

Friendly/Neutral Space Factions

Mercenary group Description
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Freelancer Mercenaries
They're a collection of ex-Colonists in the Tychon's Rift sector, who have banded together to form a mercenary group, and as such have been the lawmen-for-hire in the sector from 2181 to 2186. The Freelancer Mercenaries are mostly good willed, but they are almost entirely motivated by money rather than ethics. The least hated faction in the sector, though ironically they can be either hostile or friendly towards everyone.


The Mercenaries will assist on the defence of the USS Almayer, for as long as their conditions or promises are met upon taking up the contract.

Warning: There is a chance for the Freelancers to be HOSTILE when they are spawned, although it is up to them to decide depending on the current situation.

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Corporate PMCs
The largest PMC force in the sector, the Corporate military consultants is a subsidiary of the Company. They were originally an independent PMC on Earth, but they were bought out by the Company and started to provide security to the outer rims of space, which became a rapidly growing sector at the time. Now, the PMC provides services of all kinds to governments and companies, they also provide security to corporate facilities, space stations and colonies. PMCs are the most similar to the USCM in playstyle, but they wield weapons far more powerful than the USCM on average.


The PMC teams will report directly to the Corporate Liaison. If they are killed, they will report to whoever is in command. Their primary mission is the survival of the Corporate Liaison, and once that is ensured, to take suggestions from the commanding officer on how best to help.

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Pizza Delivery Company
To boldly deliver pizza where no deliveryman has gone before.


One highly trained deliveryman will be deployed with an assortment of refreshing beverages and a choice of pizza to restore the morale of the Marines on the Almayer.


Very rare spawn.

Hostile Space Factions

Mercenary group Description
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The Union of Progressive Peoples
The Union of Progressive Peoples (U.P.P) is a powerful socialist block that rivals the United Americas in many respects. Being highly territorial and relatively secretive, the UPP maintains very little communication with those outside their borders. Their inner workings are largely a mystery.


Since their territorial area is highly strict, their goal is to assault the recent USCM force (The Falling Falcons) and eliminate anyone onboard the USS Almayer, to preserve Tychons Rift's fragile UPP presence.

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The Colonial Liberation Front
The Colonial Liberation Front are an organized group of colonists who believe the Tychon's Rift sector is not part of the United Americas. They have grown used to their independence which they have "achieved" over the years; subsequently, they consider the withdrawal of the Dust Raiders, and the diminished presence of the Colonial Marshals, to be proof of their independence.


The CLF's goal is to repel the USCM Falling Falcons Battalion and the USS Almayer from Tychons Rift Sector at all costs using lethal force.


Deathsquad

The Deathsquad, also know as the Commando's, is a special event, they are not available through regular gameplay and can only be only activated by admins. When active, they will all spawn from ghosts and will have one mission: kill everybody aboard the Almayer, Alien or Marine. For this, they will have a special equipment to kill and protect from damage more efficiently.

Deathsquad Description
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Corporate Commandos
A top-secret, black-ops group formed by Corporate High Command to deal with any kind of business with the Xenomorphs, such as capturing or containing infections. Corporate Commandos are highly trained and utterly loyal to the corporation. They are not affiliated with the PMC's. Their job is to clean up situations that are out of hand by killing everything they see (this MAY include the Liaison depending on his actions). Usually, when sent, they'll be informed that there is a Liaison onboard and he is not to be harmed if he has been loyal to the Company.


They posses the most deadly equipment available, using the prototype X-13 "Ape suit", a special armor tailored to stop the effects from the xenomorph's acid blood, and a thick Kevlar cover to protect from bullets, as well as being issued with a more powerful M41A/2 Battle Rifle and the Mateba Autorevolver. They are a force not to be messed with.

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Union of Progressive Peoples Commandos
Little is known of the UPP, even less about the UPP Commando forces. It is a highly organized and covert ops army division issued by UPP High Command. Not much known about them, they're highly trained and well equipped to the best equipment they can take. This group has their own special missions issued by UPP High Command, as well as killing everyone who are not soldiers, glorified to the UPP.


Like the Corporate Commandos, these commandos are armed and are a force to be reckoned with. They're armed with the heaviest armor available to their hands as well as their specially modified Type 71 carbines to eliminate any witnesses easily and silently. Take caution when fighting them head-first, it's a suicide mission.

Special Factions

These factions will only appear during pre-determined events or admin events only.

Mercenary group Description
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Dutch's Mercenary Team
The Dutch's Mercenary Team are a small, yet powerful group of mercenaries specialized in jungle warfare. Its members are trained to fight with low tech weapons and equipment, learning special survival techniques and how to conduct guerrilla warfare. They employ very older or outdated weapons such as the M16A2 and the M60, however, they are extremely well trained to use these weapons, often better than any marine with a M41A.

The team became specialized in fighting a mysterious alien predator, expect seem them in the battlefield helping the Colonial Marines fight them.

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Marine Reinforcements
As time passes by in Whiskey Outpost, Marine Reinforcements from the "Dust Raiders" battalion will arrive. They consist of a normal marine squad without any specialties from any of the different ERTs mentioned. Both the reinforcements and the Dust Raider garrison share the same objective, to hold out Whiskey Outpost so that the Dust Raider garrison will station at LV-624 and alien forces in LV-624 will be repelled.


In a normal round, marine reserves can be thawed from hypersleep via DEFCON from DEFCON. On DEFCON 3 they can be woken from hypersleep just like normal without any combat gear on. DEFCON reinforcements during normal rounds will have a mixture of roles normally found in a typical squad.

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The Iron Bears
The Iron Bears are a special forces group from the USSR. While the USSR and the US/UA are at peace and officially co-operating, the USSR still wants USCM technology. On average Iron Bear weapons are typically slightly less effective than their USCM counterpart, but this is compensated by their weapons usually having a very large ammo supply.


The Iron Bears will defend themselves from Alien harm, but will attempt to seize the ship as soon as they can, with the focus (and their goal) of reaching the Combat Information Center to trigger the lockdown and contacting USSR for reinforcements.