|__________| You are the Commanding Officer of the USS Almayer and the Commanding Officer of the operation. Your goal is to lead the Marines on their mission as well as protect and command the ship and her crew. Your job involves heavy roleplay and requires you to behave like a high-ranking officer and to stay in character at all times. As the Commanding Officer your only superior is High Command itself. You must abide by the Commanding Officer's Code of Conduct. Failure to do so may result in punitive action against you.. Godspeed, Major ! |__________|
"How many drops is this for you, Lieutenant?"
"Thirty-eight. Simulated."
"How many combat drops?"
"Uh, two... Including this one."
― Ripley, Lt. Gorman and Pvt. Vasquez, Aliens
Your History
During a typical round, the USS Almayer has been tasked with investigating an automated distress beacon from a colony in the Neroid Sector. Your mission is to command the Marines during a Search and Rescue operation, as well as eradicate any hostiles on the colony.
During the events of a typical round of Colonial Marines, you are a recently-assigned Commanding Officer of the USS Almayer as of August 25, 2182, for less than an year.
Whether you were the previous Executive Officer of the USS Almayer, a disgraced officer assigned to a backwater transport, or the most recent unfortunate 'shoe-in for what some might' consider a cursed position; for whatever reason you are now in charge of the lives of everyone onboard.
Good luck.
Your Personnel
As Commanding Officer, your most significant tools are not weapons, but the leadership and all military structure under your command:
The Command staff: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won't have to concentrate on four squads at the same time
The Military Police: A handful of Military Police and their leader, the Chief MP that answer directly to you. They are assigned the duty to perform arrests on those that break Marine Law and to protect you and your crew from any hostile threats.
Medical staff: Surgeons, researchers and nurses, their tasks include providing extensive medical assistance aboard the Almayer or in the FOB, creating custom medicine for deploying corpsmen on request, and researching and developing potentially very powerful new medicine, stimulants or lethal chemicals. They are led by a Chief Medical Officer and composed of Doctors.
Engineering: The shipside engineers' primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It's important to note that you can authorize the Ordnance Technician and Maintenance Technicians to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary,
Supply: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the Requisitions Officer to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.
Synthetic: A stronger version of a human, made from silicone and science, they're programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders are sensible and do not contradict Marine Law, they will be followed through with efficiency
You also have the incredibly useful communications console, with the various abilities of:
Making a general announcement: a general announcement will be heard by all marines that are awake. It's highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained or if an area is being flanked or surrounded.
Sending a message to USCM High Command: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important. This system is used only for emergencies, for less pressing matters, you have a fax machine within your private office.
Send a distress signal: Sending a signal will spawn a crew of Responders, this can only be activated during a Delta Alert Scenario such as a hostile boarding.
Setting Primary Landing Zone: Allows you to select a primary landing zone, if one isn't chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be hijacked.
Initiate the Almayer's escape pods: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise, the pod's thrusters will blow up due to overload capacity.
Award Medal: Commanding Officers can award medals for various marines for their heroic acts. See below for more information.
Your Equipment
As the Commanding Officer, you have access to a few unique items to set you apart from the rank and file.
You spawn with either a special issue Mateba, an extremely powerful auto-revolver, or a Desert Eagle, both powerful enough to knock a Human off their feet. The Commanding Officer also has access to two special prototype weapons the M46C Pulse Rifle and the M56C Cavalier Smartgun both of which can be found in the Commanding Officers Vendor. Additionally, you have your Command Tablet which is a portable communication console on the go. It can be found in a wall locker north of the CIC bubble. Finally, you spawn with a pair of laser designators.
Equipment:
Description:
Mateba Autorevolver Custom
This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special execution attack that can be achieved by firing point blank into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.
A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This standard-variant is optimized for anti-armour.
A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This armor-piercing variant is optimized against armored targets at the cost of lower overall damage. Don't point at anything you don't want to destroy.
A formidable .454 speedloader, made exclusively for the Mateba autorevolver. Packs a devastating punch. This high impact variant is optimized for anti-personnel. Don't fire this at anyone you want to stay alive.
A formidable .454 speedloader, made exclusively for the Mateba autorevolver. There's an impact charge built into the bullet tip. Firing this at anything will result in a powerful explosion. Use with EXTREME caution.
Seven rounds of devastatingly powerful 50-caliber destruction. The bullets are tipped with a synthesized osmium and lead alloy to stagger absolutely anything they hit. Point away from anything you value.
Holds seven (7) .50AE high impact pistol rounds. Will stun targets out to four tiles, and throw them backwards. Against humans, it will stun them regardless of range.
Seven rounds of devastatingly powerful 50-caliber destruction. Packs a devastating punch. The bullets are tipped with an osmium-tungsten carbide alloy to not only stagger but shred through any target's armor. Issued in few numbers due to the massive production cost and worries about hull breaches. Point away from anything you value.
Holds seven (7) .50AE high impact armor-piercing pistol rounds. Will stun targets out to four tiles, and throw them backwards. Against humans, it will stun them regardless of range.
The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun's performance is identical to the standard-issue M56B
Modifies the smartgun to fire more accurately at targets.
Power usage: Low
Ammo Type
Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.
Power usage: None
Auto Fire
Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.
Power usage: High
Lethal Mode
Toggles the ability for the smartgun's bullets to hit friendlies or not.
Power usage: None
Frontline Mode
Toggles the IFF to an alternate mode which doesn't allow firing over friendlies, but in exchange enhances weapon performance over distance.
Power usage: None
Motion Detector
Toggles the inbuilt motion detector that scans the area for hostiles.
Power usage: Low
Recoil Compensation
Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.
Modifies the smartgun to fire more accurately at targets.
Power usage: Low
Ammo Type
Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.
Power usage: None
Auto Fire
Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.
Power usage: High
Lethal Mode
Toggles the ability for the smartgun's bullets to hit friendlies or not.
Forces it to use High Precision rounds.
Power usage: None
Motion Detector
Toggles the inbuilt motion detector that scans the area for hostiles.
Power usage: Low
Recoil Compensation
Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.
Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you'll be able to fire five hundred rounds (500) without stopping.
A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon's single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the Toggle Lethal mode, or with the IFF action button at the top. It is compatible to both M41A MK1 and M41A MK2 magazines.
Toggles the ability for the M46C to fire through friendly targets. With IFF enabled, the M46C fires slightly slower. With IFF disabled, the M46C performs the same as a M41A Mark 1 pulse rifle.
Toggle ID Lock
Toggles the ability for the M46C to be fired by others. The ID lock will find a new owner in the event that the current user is gibbed or their body is otherwise destroyed.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armour piercing calibre as the new versions.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary calibre as the new versions. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike.
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions.
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through the Surplus supply crate in Requisitions.
Holds forty (40) 10x24mm Toxin rifle 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.
Initiate Emergency Evacuation - Triggers the emergency evacuation, only available on red alert
Send a Distress Beacon - Sends an SOS signal from the Almayer that can be received by Responders, only available on red alert
Provisions
As the Commanding Officer of the USS Almayer, you have special provisions the typical Commissioned Officer or Enlisted Personnel do not possess, these include:
Battlefield Execute personnel under your command if they have committed crimes that threaten other Marine Personnel, the ship or the operation.
Pardon personnel who have committed Major or Minor crimes from the brig.
Demote personnel who have committed Major crimes to a junior position in their department
Deputise Command Staff or the synthetic to perform arrests if Military Police are not avaliable.
All Commanding Officers of the USCM are expected to abide by the Code Of Conduct and Marine Law failure to meet these expectations can result in being detained by the Almayers Military Police or a possible demotion
Mutinies
Mutinies can happen for many reasons, but it's mostly due to the marines not liking something you did. this could be for a multitude of reasons. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down or fighting them off.
Taking on the mutiny head-on can be scary at first but remember that you've got an always loyal crew of MPs and possibly CIC staff, and an easily defendable location. You'll be able to funnel them in and hopefully taser them down, arresting them in progress. If it comes to guns, you'll be ready to fight them off if the mutiny is relatively small.
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they'll treat you right.
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 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.
Increased mobility and chance to dodge projectiles.
Hold!
Increased resistance to pain and combat wounds.
Focus!
Increased gun accuracy and effective range.
Medals
To show that a member of the Almayer's crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving Marine.
Medal System
Medal Name
Medal Sprite
When is it Awarded
Example
Medal Of Valor
A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success.
For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force.
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion "Falling Falcons", 4th Brigade, 4th United States Colonial Marine Division.
Medal of Distinguished Conduct
A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM.
For distinguished, gallant and good conduct in the field.
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.
Medal of Exceptional Heroism
An extremely rare golden medal awarded only by the USCM. To receive such a medal is the highest honor and as such, very few exist.
For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.
Bronze Heart Medal
A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty.
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101.
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.
M540-B Armored Recon Carrier
Armored Recon Carrier:
Description:
M540-B Armored Recon Carrier
An M540-B Armored Recon Carrier (ARC). A lightly armored reconnaissance and intelligence vehicle. Entrances on the sides.
Only SOs, XOs and COs can operate the ARC, although the SEA and Synthetic can drive it. Accessible by requisitioning it in the Tech Tree.
EQUIPMENT
The M540-B Armored Recon Carrier (ARC) has access to a wide array of systems to support groundside forces.
The ARC comes with a Data Terminal for uploading of Data from disks, as well as uploading anything the IOs read from papers. This greatly speeds up the process of uploading intel to get Intel Points.
Including the Data Terminal, The ARC comes with a Overwatch Console to oversee a selected squad directly from the ARC.
The ARC comes outfitted with a Tactical Map Terminal which allows you to view the TACMAP at anytime. You can also draw on its canvas and plan further from the ARC.
To even further assist ground operations, it comes with its very own Ground Operations Terminal. It operates the same as the one in CIC.
The ARC comes with lockable doors along with External Cameras to assess its surroundings. A Nanomed cabinet is also available inside for any medical emergencies. An Ammunition Loader is available should the turret need to be reloaded.
ABILITIES
Deploy the Sensor Tower Antenna. Once fully deployed, the TACMAP will reveal enemy signatures within Forty-Five(45) meters. While deployed, the ARC is immobile and the RE700 Rotary Cannon is now deployed. It takes Ten seconds to deploy and retract the Antenna.
Unbuckles yourself from the Drivers seat.
HARDPOINTS
Wheels - Integral to the movement of the ARC. 500 Health
U-56 Radar Antenna - A heavy-duty antenna built for the ARC. 500 Health
RE700 Rotary Cannon - A primary two-barrel cannon for the ARC that shoots 12.7mm IFF-compatible rounds. 125 Health.
Problem:
Repairing and Replacing:
Broken M540-B Armored Recon Carrier
FUBAR.
Extremely bad or certain to fail or be defeated or destroyed. Fubar is short for Fucked Up Beyond All Recognition: If you don't have a good excuse, then you are fubar.
Repairing the vehicle frame
Repair the frame with a welder and use a wrench.
Removing Modules from Hardpoints
Use a Crowbar to uninstall any modules from the their hardpoints. If fully broken (Entirely black), the hardpoint will be lost. The only spares that come along with the ARC are the Wheels.
Removing/Replacing the ARCs Turret
To replace the ARCs turret, you'll need a powerloader. Get in the powerloader and click on the ARC. Remove the turret and pickup the replacement turret. Click on the ARC once more with the turret in the powerloader's clamp.
The Tech Tree
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.
Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget.
This tier 1 tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see supply crates buy list in the requisitions page.
Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes.
10 (+5 per purchase)
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.