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Senior Enlisted Advisor

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COMMAND
SEA.png
Senior Enlisted Advisor
Difficulty: Medium
Supervisors: Executive Officer, Commanding Officer
Rank: Gunnery Sergeant / First Sergeant / Sergeant Major
Duties: Advise the crew, act as a morale figurehead, teach newbies.
Guides: Leadership, Marine Law, Standard Operating Procedure, Guide to Engineering, Guide to construction, Guide to Medicine, Requisitions
Unlock Requirements: Fifteen hours as any squad role, ten hours as any engineering, police and medical roles. Five hours as command roles. Mentor Application.
Detailed Description:
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Your primary job is to act as an in-game mentor for new marine players, while also providing advice to command and the crew, with matters regarding Marine Law and Standard Operating Procedure.
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Overview

Senior Enlisted Advisors (SEA) are the senior most ranked enlisted aboard the ship. An SEA's primary objective is to offer in game mentoring to any crew member aboard the ship that may need help with matters especially concerning Marine Law, or Standard Operating Procedure however, you can help any other personnel that is new/inexperienced in a specific department, provided that you are confident in the operations in the department yourself. Additionally, it is their job to assist and teach new recruits the basics of how to work their legs and hands, how to fire a weapon, how to put on their clothes and how to take the dropship down to their early graves. With extensive access as well as an office directly connected to cryogenics, you have the ability to show others how to work the tools aboard the ship in order to help them understand what they must do within the capabilities of their role.

NOTE: SEAs can only be played by In-Game mentors and moderator+. You can apply for mentor by accessing this link Mentor Application.


As the SEA you are not a part of the chain of command, and are not above officers in authority. You have the ability to tell enlisted to get into shape where it may be necessary but overall you should be playing as a support character.

A good SEA will:

  • Take new players through the basics.
  • Be a figurehead for the enlisted ranks.
  • Follow both Marine Law and Standard Operating Procedure by the book.
  • Advise command and other departments alike.
  • Try to ensure every department is running smoothly.

Your Office

The SEA's office is where you will be able to oversee cryogenics and spot new people waking up. While you aren't required to sit here the whole round, it's a good idea to check back every once in a while to make sure any jarheads aren't left unattended.

Quickstart Guide

Training New Recruits

The most important job for an SEA is to train the new boots fresh out of cryogenics. Some may be unable to walk, use their hands, or even speak. The easiest way to identify fresh marines are by checking their rank. New marines that have just started playing (less than 9 hours of playtime) will be ranked E1 "Private". It's important you do what you can to get their attention and inform them of any controls and actions they may not know about. Once they have the basics down you should take them through prep and teach them how to fire a weapon. Additionally, you may teach them how to treat their own wounds, reload, use a boot knife, go through requisitions, and deploy.

Advising the Crew

If you end up with some downtime where there aren't and new crew to train, you can go ahead and check out the other departments to see how well they are functioning. Always be on the lookout for people that may need help with their department, and try to teach old dogs new tricks wherever possible. This is also a good opportunity to rustle some feathers and tell the enlisted to shape up and follow regulation. As you are the SEA, you live and breathe regulations by the book. It is your life's work.

Morale on the Field

Finally, as the SEA you have the ability to deploy and bark out morale-boosting insults like the old man (or woman) you are. You have a good set of leadership and defensive skills that allow you to move around the base of operations on the field in order to provide support. Just as you would on the ship, this is also a great opportunity to tell marines to police their moustaches and put their armour on. You have every right to be on the FOB to act as a figurehead morale booster, however, the line is drawn at seeking combat and leading charges because that's not what the point of the role is. Do not leave the FOB, you are not a combat role and should the situation on the surface become dangerous, you are to return to the USS Almayer. You cannot be ordered to deploy against your will, barring to aid construction efforts of the FOB when teaching new engineers.

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 character's leadership skill is, an example being that the Commanding Officer's order will last longer than a Squad leader's order. The leadership skill also determines the intensification of the ability, the higher it is, the more intense the effects of the order 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:
Issue Orders-Move.png
Move!
Increased mobility and chance to dodge projectiles.
Issue Orders-Hold.png
Hold!
Increased resistance to pain and combat wounds.
Issue Orders-Focus.png
Focus!
Increased gun accuracy and effective range.


Equipment

Surplus Vendor.png ColMarTech SEA Equipment Rack Surplus Vendor.png

Equipment: Description:
Jumpsuit.png

Officer Uniform

A dress uniform typically worn marines of the USCM.
Combat gloves.png

USCM Combat Gloves

Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.
Command headset.png

Headset

Issued only to senior command staff. Channels are as follows: :v - marine command, :p - military police, :a - alpha squad, :b - bravo squad, :c - charlie squad, :d - delta squad, :e - engineering, :m - medbay, :u - requisitions, :j - JTAC, :t - tactics
Fancy satchel.png

Satchel

A very fancy satchel made of fine leather. It's got a lock on it.
Boots.png

USCM Combat Boots

Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.
Equipment: 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 lifesaver bag.png

M276 Pattern Lifesaver Bag

The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.

It is one of the standard rigs for Combat Medics.

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 Squad Engineers and Maintenance Technicians to do their work.

It is the standard rig for Squad Engineers.

Equipment: Description:
Autoinjector-pouch.png

Autoinjector Pouch

A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.

Holds 7 Autoinjectors.

Large-gen-pouch.png

Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by Squad Leaders and Staff Officers. Not stocked in requisitions by default.
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.

Medkit-pouch.png

Medkit Pouch

Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the ColMarTech automated armaments vendor in Requisitions.
First-aid kit.png

Medkits

Pistol-pouch.png

Sidearm Pouch

A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the ColMarTech automated armaments vendor in Requisitions.
Pistol-mag-pouch-large.png

Large Pistol Magazine Pouch

Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the ColMarTech automated armaments vendor in Requisitions.
Equipment: Description:
M3-VL Pattern Vest Armor.png

M3-VL Pattern Vest Armor

Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.
Stats:

Armor Melee = 15

Armor Bullet = 30

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 0

Armor Slowdown = 0.35

M3 light armor.png

M3-L Pattern Light Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
Stats:

Armor Melee = 15

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 25

Armor Slowdown = 0.35

M3 light armor.png

M3_Pattern_Personal_Armor

Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

Bulletproof vest.png

Bulletproof Vest

Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the Colonial Liberation Front.
Stats:

Armor Melee= 15

Armor Bullet = 30

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 0

Armor Slowdown = 0.35

Equipment: Description:
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. Can be issued out by Requisitions.
Black webbing vest.png

Black Webbing Vest

Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by Requisitions.
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. Standard Marines can acquire them through their ColMarTech Automated Closet.

Can be ordered via crate at Requisitions, and Military Police lockers contain one, but not carried normally.

Webbing.png

Webbing

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.

It is the standard webbing for most of the USCM support personnel. Standard Marines can acquire them through their ColMarTech Automated Closet. Can be issued out by Requisitions.

Equipment: Description:
Drillhat.png

Drill Hat

A formal hat worn by drill sergeants. Police that moustache.
M10 pattern marine helmet.png

M10 Pattern Marine Helmet

Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.

Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.

Additional Rules

  • The SEA should not show how to make chemical grenades or tell a doctor how to mix special chemicals. You can offer verbal support for basic doctor things IE: making in-character references to a surgery manual and sending them the wiki in (LOOC) If officers need help learning overwatch or OB, make sure the aCO/CO is aware, and remember you are still an Enlisted person, so we expect you to roleplay when dealing with Officers. You don't go all Gunnery Sergeant Hartman/FMJ on an officer.
  • You cannot be deputized to perform policing, only in an emergency with no MPs on the server should you detain a marine. Call for MPs if you see someone breaking marine law

Guides

https://docs.google.com/presentation/d/1VCacxf_B2SES3nXBacncOJdCrOsVgWubcNRIc4gVOjo/edit - Made by Jonathon Granger https://cm-ss13.com/forums/showthread.php?10559-On-Boot-training - Made by RNGPriest