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Intelligence Officer

From CM-SS13 - Wiki
Revision as of 19:11, 3 August 2022 by Warfan1815 (talk | contribs)

[Outdated]

COMMAND
IntelOfficer.png
Intelligence Officer
Difficulty: Medium
Supervisors: Executive Officer, Commanding Officer
Rank: Second Lieutenant
Duties: Collect intel and decrypt it.
Guides: This One
Unlock Requirements: Five hours as any squad role.
Detailed Description:
|__________|
Your job is to assist the marines in collecting intelligence related to the current operation to better inform command of their opposition.
You are in charge of gathering any data disks, folders, and notes you may find on the operational grounds in order to decrypt any data in order to gain tech points.
|__________|



"Military Intelligence is a contradiction in terms." - Groucho Marx

Overview

Good job Intelligence Officer (IO). Seems you're now in the position of scouring the Area of Operations and securing any intelligence you find for the brass! Got yourself the rank of Ensign, a nice sidearm, some fancy equipment and have gotten the job of collecting all the incriminating evidence, sorting it all and decoding everything you find. High Command wants you to collect enough intelligence in the area to warrant them to lower the DEFCON threat level to give your battalion some extra fire power. Stay in communication gathering Intelligence on the Intelligence Channel (:z) to better organize your search. Get to it Ensign, that threat level isn't gonna lower itself!

Intelligence Officer Area

The intelligence officer has their unique area where they decode and catalog all the data they have. Whether it would be an item, scrap of paper or folder, you'll need to process them and put them into storage to be safely accounted for.

Computer lab.png

In this area you'll be greeted with your information finding equipment in your locker, the computer lab where you'll decode disks and a place to store all that precious information. Those computers will need disks and passwords to be decoded and you are the prime candidate to search and retrieve them.


Intelligence Officer Equipment Rack

Equipment: Description:
Insulated Gloves.png

Insulated Gloves

Protects users against electrical shocks.
XM4 Pattern Intel Armor.png

XM4 Pattern Intel Armor

A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.55

Headset.png

Headset

Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This one is a command variant which has access to all channels.
IO Pack.png

USCM Lightweight Expedition Pack

A heavy-duty IMP based backpack that can be slung around the front or to the side, and can quickly be accessed with only one hand. Usually issued to USCM intelligence officers.
MRE.png

MRE

Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Pick One
Sidearms: Description:
M4a3Commander.png
M4A3 Custom Pistol
This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.

Standard issue to Staff Officers, Pilot Officers, Intelligence Officer and Vehicle Crewmen.


Stats:

Recoil Wielded: 1

Recoil Unwielded: 1

Scatter Wielded: 3

Scatter Unwielded: 5

Burst Scatter Multiplier: N/A

Burst Amount: N/A

Effective Range: 4 Tiles

Firerate: 600 RPM

Burst Firerate: N/A

Accuracy Multiplier Wielded: 1.19

Accuracy Multiplier Unwielded: 1

Base Accuracy: 5

Damage Mod: 1.1

Ammunition:
M4A3mag.png

M4A3 Magazine

Capacity: 9

Damage: 41

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Holds nine (9) 9mm heavy pistol rounds.
M4A3-AP-mag.png

M4A3 Armor Piercing Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 31

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.
M4A3-Hollow-Point-mag.png

M4A3 Hollow Point

Capacity: 9

Damage: 54

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions.
M4A3-Incen-mag.png

M4A3 Incendiary Magazine

Capacity: 9

Damage: 20

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
M4A3-Cluster-mag.png

M4A3 Cluster Magazine

Capacity: 9

Damage: 40

Max Range: 22

Fall off: 7

Penetration: 10

Punch: 0.5

Cluster Stack: 1.5

Holds nine (9) 9mm pistol cluster rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

M4A3-wall-piercing-mag.png

M4A3 Wall Piercing Magazine

Capacity: 9

Damage: 30

Max Range: 22

Fall off: 7

Penetration: 30

Punch: 0.5

Holds nine (9) 9mm pistol Wall Piercing rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable

M4A3-toxin-mag.png

M4A3 Toxin Magazine

Capacity: 9

Damage: 25

Max Range: 22

Fall off: 7

Penetration: 0

Punch: 0.5

Holds nine (9) 9mm pistol Toxin rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Recoil compensator.pngRecoil Compensator

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngS5 Red-Dot Sight

Underbarrel Attachments Burstfire.pngBurst Fire Adapter

Laser sight.pngLaser Sight

Stock Attachments None
Vp78.png
VP-78 Pistol
A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the Personal Self Defense kits in the ColMarTech Automated Closets.

It is the standard sidearm for Corporate PMC Officers, Squad Specialists, Intelligence Officers and the Executive Officer

Stats:
Recoil Wielded: 1

Recoil Unwielded: 2

Scatter Wielded: 4

Scatter Unwielded: 3

Burst Scatter Multiplier: 5

Burst Amount: 3

Effective Range: 4

Firerate: 85 RPM

Burst Firerate: 124 RPM

Accuracy Wielded: 6

Accuracy Unwielded: 6

Ammunition:
VP78 Magazine.png

VP78 Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm squash-head pistol rounds.
VP78-Incendiary-Magazine.png

VP78 Incendiary Magazine

Capacity: 18

Damage: 35

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Incendiary squash-head pistol rounds. Will set ablaze any and all targets hit with this round.

Not currently obtainable.

VP78-Cluster-Magazine.png

VP78 Cluster Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Cluster stack: 2

Holds eighteen (18)) 9mm cluster squash-head pistol rounds. Designed to attach tiny explosives to targets, to detonate all at once when more than 15 cluster bombs are attached to the target.

Not currently obtainable.

VP78-Wall-Piercing-Magazine.png

VP78 Wall Piercing Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 50

Punch: 0.5

Holds eighteen (18) 9mm Wall Piercing squash-head pistol rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.

Not Currently Obtainable.

VP78-Toxin-Magazine.png

VP78 Toxin Magazine

Capacity: 18

Damage: 45

Max Range: 22

Fall off: 5

Penetration: 30

Punch: 0.5

Holds eighteen (18) 9mm Toxin squash-head pistol rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources.

Applies 10 toxin per hit.

Not currently obtainable.

Attachments:
Muzzle Attachments Supressor.pngSuppressor

Recoil compensator.pngRecoil Compensator

Extended barrel.pngExtended Barrel

Barrel charger.pngBarrel Charger

Rail Attachments Mountedflash.pngRail Flashlight

Reflex.pngS6 Reflex Sight

Reddot.pngRed Dot Sight

Underbarrel Attachments

Laser sight.pngLaser Sight (Default)

Stock Attachments None


Pick One
Belt: Description:
G18-Utility-Pouch.png
G8-A General Utility Pouch
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.
M276 Pattern Ammo Load Rig.png
M276 Pattern Ammo Load Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.
M276 pattern M4A3 holster rig.png
M276 Pattern M4A3 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
M276 pattern knife.png
M276 Pattern Knife Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives.
M276 pattern M39 holster rig.png

M276 Pattern M39 Holster Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.
M276 pattern M44 holster rig.png
M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
Shotgun belt.png
Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
M276 Pattern Toolbelt Rig.png
M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.
Pick Two
Pouch: Description:
Document-pouch.png

Document Pouch

A pouch used to hold documents for safe keeping. Can hold 21 items.
Aid-pouch.png
First-Aid Pouch
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships.
Ointment.png

Ointment

Tramadol Injector.png

Pain-stop autoinjector

Tricord.png

First-aid autoinjector

Gauze.png

Gauze

Flare-pouch.png
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Flame-pouch.png
Fuel tank strap pouch
Two rings straps that loop around M240 variety napalm tanks. Handle with care.
Large-gen-pouch.png

Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
Largemag-pouch.png

Large Magazine Pouch

Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.

Contains 4 slots.

Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Medmag-pouch.png
Magazine Pouch
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.
Pistol-pouch.png
Sidearm Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Tool Pouch.png
Tools Pouch
Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 4 slots. Can hold the following items below:

Screwdriver.png

Screwdriver

Welder.gif

Blowtorch

Crowbar.png

Crowbar

Wrench.png

Wrench

CableCoils.png

Cable Coil

Multitool.png

Security Access Tuner

Wirecutters.png

Wirecutters

Entrenching Tool Unfolded.png

Entrenching Tool

Pick One
Accessories: Description:
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Brown webbing vest.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Shoulder Holster.png
Shoulder Holster
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Pick One
Equipment: Description:
XM12 Pattern Intel Helmet.png

XM12 Pattern Intel Helmet

An experimental brain-bucket that works better as a brain-plate. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you'll be busy getting medals for your intel work.
Beret green.png

Standard Beret

A hat typically worn by the field-officers of the USCM. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts. This one is green
Beret tan.png

Tan Beret

A hat typically worn by the field-officers of the USCM. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts. This one is tan.
Officer Cap.png

USCM Officer Cap

A hat usually worn by officers in the USCM. While it has limited combat functionality, some prefer to wear it instead of the standard issue helmet.
Pick One
Mask: Description:
File:Gas mask.png
Gas Mask
A face-covering mask that can be connected to an air supply.
Heat absorbent coif.png
Heat absorbent coif
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.

Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs. Spawns at the Automated Closet as Standard Equipment if the map is Sorokyne Strata or Corsat. Otherwise available at the Surplus Uniform Vendor.

Intelligence Officer Gear Rack

Equipment: Description:
Crowbar.png

Crowbar

Used for Opening unpowered doors and displacing girders so you can move them.
Fulton Device.png

Fulton Device

A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.
Data Detector.png

Data Detector

The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
  • Long Range: The Data Detector will detect Intel on your whole screen and further at a slow rate.
  • Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
Binoculars.png
Binoculars
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
Weapons: Description:
M41amk1.png

M41A Mk1 Pulse Rifle
Costs: 30 Points

An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 armour piercing rifle rounds per magazine. Slightly less accurate than the standard MK2 but fires in 4 round bursts instead of 3. It's also less modular than the MK2 but makes up for it in its high capacity armour piercing magazines.


Template:M41A MK1 Stats

Template:M41A MK1 Ammunition

Template:M41A MK1 Attachments

Supplies: Description:
Autoinjector-pouch.png
Autoinjector Pouch
Costs: 15 Points
A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.

Contains:

Bicaridine.png

2x Bicaridine Auto-injectors

Kelotane.png

2x Kelotane Auto-injectors

Tramadol Injector.png

2x Tramadol Auto-injectors

Emergency Auto injector.png

Emergency Auto-injector

Binoculars.png
Binoculars
Costs: 5 Points
A military-issued pair of binoculars. There is nothing special about this pair of binoculars.
Data Detector.png
Data Detector
Costs: 15 Points
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
Data Detector Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the Data Detector and then clicking on Toggle Range Mode.
  • Long Range: The Data Detector will detect Intel on your whole screen and further at a slow rate.
  • Short Range: The Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.
Mini Extinguisher.png

Mini Extinguisher
Costs:5 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Fulton Device.png

Fulton Device
Costs: 10 Points

A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.
Largemag-pouch.png

Large Magazine Pouch
Costs:10 points

Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.

Contains 4 slots.

H5 pattern M2132 machete scabbard.png

H5 Pattern M2132 Machete Scabbard
Costs:5 points

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.
Motion Detector.gif

Motion Detector
Costs:15 points

The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).


Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
C4.png
Plastique Explosive
Costs:10 points
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 5 meter radius.


Requires the Trained level of engineering to plant C4.

Goggles.png
Welding Goggles
Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.
Magazine: Description:
L42 AP mag.png
L42A Armor Piercing Magazine
Costs:10 points
Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.
Stats:

Capacity: 25

Damage: 32

Max Range: 22

Fall off: 0

Penetration: 31

Punch: 0.5

M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:10 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
Stats:

Capacity: 48

Damage: 34

Max Range: 22

Fall off: 3

Penetration: 31

Punch: 0.5

M39-extended-mag.png
M39 Extended Magazine
Costs:10 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
Stats:

Capacity: 72

Damage: 41

Max Range: 22

Fall off: 2

Penetration: 5

Punch: 0.5

M41A-AP-mag.png
M41A Armor Piercing Magazine
Costs:10 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
Stats:

Capacity: 40

Damage: 33

Max Range: 22

Fall off: 0.8

Penetration: 31

Punch: 0.5

M41A-extended-mag.png
M41A Extended Magazine
Costs:10 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
Stats:

Capacity: 60

Damage: 44

Max Range: 22

Fall off: 0.8

Penetration: 0

Punch: 0.5

M44-HR-SL.png
M44 heavy speed Loader
Costs:10 points
Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.
Stats:

Capacity: 7

Damage: 37

Max Range: 22

Fall off: 1

Penetration: 23

Punch: 0.5

Attachment: Benefits: Drawbacks:
Angled Grip.png
Angled Grip
Costs:10 points


Wielded:
  • Majorly decreased wield delay
  • Slightly decreased recoil
  • Slightly increases accuracy
  • Slightly decreased bullet spread


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Extended barrel.png
Extended Barrel
Costs:10 points


Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Gyro.png
Gryoscopic Stabilizer

Costs:10 points


Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread
Both:
  • Moderately decreased firing speed
Laser sight.png
Laser Sight
Costs:10 points
Wielded:
  • Slightly increases accuracy
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None
Undershot.png
U7 Underbarrel Shotgun
Costs:10 points
Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
  • Can only be loaded with buckshot
M37 stock.png
Shotgun Stock
Costs:10 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Smg Stock.png
Submachinegun Stock
Costs:10 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
M41astock.png
M41A Solid Stock
Costs:10 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Quickfire.png
Quickfire Adapater
Costs:10 points
Both:
  • Moderately increases firing speed
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
  • Moderately increases spread
Recoil compensator.png
Recoil Compensator
Costs:10 points
Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy
Both:
  • Moderately decreases damage
Reddot.png
Red Dot Sight
Costs:10 points
Wielded:
  • Greatly increases accuracy
One Handed:
  • Slightly increases accuracy
One Handed:
  • Slight decrease in accuracy for moving.
Reflex.png
Reflex Sight
Costs:10 points
Wielded:
  • Slightly increases accuracy
  • Moderately decreases bullet spread
One Handed:
  • Slightly increases accuracy
Both:
  • Moderately increases the accuracy penalty when moving
Supressor.png
Suppressor
Costs:10 points
Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Forwardgrip.png
Vertical Grip

Costs:10 points


Wielded:
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreased bullet spread
Both:
  • Moderately reduces burst spread
Wielded:
  • Slightly decreases movement speed
One Handed:
  • Moderately decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
  • Slight increase of the accuracy penalty when moving

Documents/Data retrieval.

Listed below are the items of importance hidden about the Area of Operations. You're gonna need to find them and more then likely bring them back to the ship's storage for safe keeping.

Objective: Description:
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Paper Scraps and Progress Reports

A piece of paper located somewhere on the map. It can be found on the ground, on tables, inside filing cabinets, or inside lockers. Paper scraps take about 2 seconds to analyze while progress reports take about 5 seconds, providing you with the location of a folder. You will be indicated whether it should be returned to the Almayer. Once on the Almayer place them on the racks in the computer lab.
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Folders

A folder located somewhere on the map. It can be found on the ground, on tables, cabinets, or inside lockers. It takes about 10 seconds to analyze, providing you with the location of a data disk and its encryption key. You should return it to the Almayer.Once on the Almayer place them on the racks in the computer lab.
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Data Disks

A floppy disk located somewhere on the map. It can be found on the ground, on tables, or inside lockers. Return it to the Almayer so that someone with the disk's decryption key can decrypt it in the universal disk reader, potentially providing you with an item to retrieve or a console to analyze. Once the data has been scanned place them on the racks in the computer lab.
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Technical Manual

Scattered around the Area of Operations will be technical manuals. Once read through, will lead directly to an item retrieval clue. They, along with all data items contribute to DEFCON and should be stored in the Computer Storage area.
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Data Terminal

A computer located in certain areas of the map. They can be found in rooms of importance and require a password from a decrypted Data Disk. Once the correct password is used, information from the terminal will be sent back towards the ship, increasing the intelligence gathered.

Item Retrieval

Sometimes when uploading data disks or data terminals, ARES will occasionally ask you to retrieve items with specific serial code numbers. You can examine items to see what their serial code is.

Objective: Description:
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Advanced Mass-spectrometer

An item that ARES may ask you to retrieve with a special serial code number on it. Simply secure the item in the computer storage area for it to contribute to DEFCON.
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Health Analyzer

An item that ARES may ask you to retrieve with a special serial code number on it. Simply secure the item in the computer storage area for it to contribute to DEFCON.
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Datacard

A disk of data containing one of the administration authentication codes necessary to lift the lockdown. Typically found in administrative areas and must be used in a pair at the lockdown override terminal. Found on CORSAT.

Retrieval of Research Assets.

The Company has promised to pay High Command to lower the DEFCON threat level, if your researchers manage to identify any lost research assets from the colony.

Objective: Description:
Researchnote.png

Research notes

A research note left behind by a scientist from the colony. Bring them to the researcher on-board the Almayer.
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Vialbox

A box containing up to six vials. These might contain the results of chemical research from the colony. Bring them to the researcher on-board the Almayer so they can identify it.

Search & Retrieve

This is a very simple task. You search for documents, you retrieve the document and you store them into storage. Sounds easy right? Well it is. The hard part of this job is that you're gonna usually be alone out there, with little to no support if you're hunting for Intel alone.


Documents and objects of interest will be scattered all over the area of operations. Whether they're in lockers, on the floor or anywhere in buildings, it's up to you to find them all. Your trusty data detector will help you find these items with ease. It'll help you detect anything worth bring back to the Almayer for processing and storage.


Items in safes can not be open with C4 or Thermite.

Cataloging and sorting data

When you've been gathering folders, scraps of paper or anything in the field that is considered valuable to DEFCON. It is important to sort out what you've read through and what needs to be read through.

It is recommended that all intel items requiring processing be put in Storage and processed intel items in the High-Sec Storage.

Disks should also be sorted into encrypted and decrypted piles so as not to waste efforts on finished tasks.

If you have lost track of what is left to retrieve, open the IC > View objective clues tab.

A key objective is to find decryption disks in order to reduce the DEFCON. In order to do that,

1. Read all the scraps.

2. Check if you have the folders ship-side already. If not, broadcast the clues to the Intelligence chat to any planet-side IOs to retrieve them.

3. Once the right folder is retrieved, read it and the decryption disk will be revealed along with its decryption key.

4. Check if you have the disk on ship-side. If not, broadcast the clues to the Intelligence chat to any planet-side IOs to retrieve them.

5. Load the disk onto one of the ARES terminals, enter the decryption key and continue with the cataloging.

Your Skillset

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Resources