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Pilot Officer

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Pilot.png
Pilot Officer
Difficulty: Medium
Supervisors: Command staff
Rank: Not defined
Duties: Pilot and protect the dropships
Guides: N/A
Unlock Requirements: Not available.
Detailed Description:
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Not defined
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"We're in the pipe, five by five." ― Cpl. Ferro, Aliens

So you decided to be a Pilot Officer eh? You glorious bastard. You've just enlisted yourself in one of the most adored jobs the USCM can afford.


The Pilot Officer, as the name indicates, pilots the ships of USS Almayer. It's your duty to defend the dropships from any invasion and piloting between the Almayer and the groundside, you'll also be tasked with providing CAS (Close Air Support) should the Marines call for your assistance, or if they want to see a fireworks show earlier than the 4th of July.

Introduction

Congratulations Ensign. You'll start at the Pilot's Office. To the south is your personal locker, it's conveniently labelled, Pilot Officer's locker. Take a look at the stuff in it. You probably won't be using it anyway. The most important of all the objects is your extra helmet. Your stylish helmet is not only amazing and unique. It makes you a hit with all the ladies and adds an internal slot to store pocket-sized items. It's useful. Don't forget to grab a coif for any low temperature missions, sadly our drop-ships aren't capable of producing enough heat to counteract harsh weather environments.


You have two ships: The Alamo which lands at LZ1, and the Normandy which lands at LZ2. You should be aware that command can activate autopilot on both drop-ships if required.

Preparations

Moving on when you've taken a look at your office, you'll want to converse with your fellow PO to decide who will be flying which dropship, usually one is a dedicated transport with the other being used as a dedicated gunship, after that you'll want to ask an MT on the engineering channel to assist you in gearing up your drop-ship or if no-one is available you'll need to hop into a powerloader and handle it yourself. Once that's done you'll probably want to equip yourself with something a little harder-hitting than the 88 MK4 you're provided and head to RO to grab some attachments for it. You can read about attachments here. Once all that's done you'll want to double-check all your gear, make sure you're fed, and go over your drop-ship's systems once more before the marines finish their briefing.


Once briefing is done, join the stampede to the hangar (if you weren't there awaiting the marines already). You want to get to your cockpit, which is basically your second home, as soon as possible and announce in the Command channel that you're ready to depart. Give the marines some time to make it to the respective drop-ship and organize themselves but after a couple minutes when all the seats are filled then you should depart.

Transport Missions

Transport missions as the PO effectively means you'll be ferrying marines to and from the planet which helps keep a steady stream of reinforcements coming in and Injured being evaced. Make sure each time you land to announce over general communications that you've landed and make sure to state that you'll be departing in X minutes. By doing this it allows for marines to say if they require you to hold so they can load on injured.


During transport missions you may come under attack, if that becomes the case remember to use the shutters button to lockdown the drop-ship and then notify the marines over general communications that you are under attack at the relevant landing zone.

Close Air Support Missions

Most pilots can get you from Point A to Point B, but only the more skilled ones are capable of blowing the fuck out of Point C at the same time. Close Air Support or CAS for short, is one of the few duties the USCM's pilot officers have outside of transporting troopers, a PO wanting to go on a 'Fire Mission' as the console labels it, will need to click on the Toggle button below where it states what mission you're set to, keep in mind the console likes to swap back to Transport at the end of a Fire Mission so double check what you're set to before launching again.


Once you've selected fire mission and launched your dropship, you'll want to select one of your ship's weapons in the little menu provided, simply click on the name of the gun and await for a target button to appear in the area below your weaponry table, once a laser designator has marked a target the option to fire on it will appear here with a Target: Location Name indicator, click on this until you either run out of ammo or the laser disappears and you'll have done your job.

Attachable Weapon Systems

Alright so you're looking to pimp your ride with the best and most dangerous guns the USCM can afford? Well, while keeping in mind you've only got four weapon slots per drop-ship, here's what we've got available:


Attachable Weapon System: Description:
Rocket Pod.png
Standard-Issue Rocket Pod
Technology like this stands to prove the old adage of "If it ain't broke, don't fix it", by utilizing a delivery system that's been widely used for centuries, and still managing to improve on it in regards to accuracy, payload quality and a substantial decrease in equipment weight. These suckers only pack one missile at a time but they've got various flavours of death to load up, such as the penetrating Keeper II's, the highly explosive Banshees or the Napalm laced Widowmakers.
Minirocket Pod.png
Standard-Issue Mini-Rocket Pod
The bigger rockets are all well and good, but when you've got hostiles right on top of your fortifications the last thing you want is to be lit up by a Widowmaker or a GAU strafing run, that's where the Mini-rocket system comes in with a smaller payload, more ammunition and it's ability to soften up hostile armour and take out infantry that are right next to you without actually hitting any friendlies. This thing's only takes standard issue munitions, no special armour-piercing or napalm rockets for this one, however the lower likelihood of friendly-fire still makes it an appealing choice.
GAU.png
GAU-21 'Rattler' 30mm Cannon
Throughout the history of mankind, military men and women have always known that the best solution to any problem where brute force isn't working, is to apply even more excessive amounts of brute force, and in terms of high-velocity weaponry suited for both air combat and CAS, this is the USCM's solution for their drop-ships. The 'Rattler' fires 30mm high-explosive rounds in 20 round bursts at an incredibly high velocity in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT, with each box magazine containing 200 rounds this baby can hold her own for long enough in a real firefight, just make sure your buddies stay out of danger close, this bad-girl doesn't care what she hits.
Laser.png
Laser Beam Gun
State of the art technology recently acquired by the USCM, it fires a battery-fed continuous laser beam at near lightspeed setting on fire everything it touches."
Sentry Deployable.png
Sentry Deployment System
This handy-dandy system contains one UA-577 Gauss Turret, much more powerful and accurate than the standard UA-571-C Sentry Guns, these things are great for drop-ships landing in hot LZ's and do a good job of deterring any hostiles attempting to sneak aboard when nobody's looking. They come installed with a super-cell battery as well as a 300 round box magazine, both of these will ensure it remains powered and loaded for a while but they will eventually run out of both bullets and power, so keep these things in mind for those longer missions.
Machinegun Deployable.png
Machinegun Deployment System
This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship, providing a solid barrier against any hostiles attempting to outmanoeuvre the side-mounted Gauss Turrets and any other defences you may have. It's got 1500 rounds locked & loaded as well as an enhanced scope for extra range, just make sure you don't try shooting past friendlies with this thing, unlike the handheld smart-guns this thing doesn't have an IFF feature.

Reloading Procedures

So you've fired your weapons, and now need to reload. Not to worry, here's a basic guide to reloading!. Please note, you will need a Powerloader to perform any reloading action.

  • The first step you need to do is unload the expended ammunition from the desired dropship armament. To do this, simply walk up to said weapon in your Powerloader, and click on it with an empty clamp.
  • Next, collect the ammo (mini-rockets, 30mm, etc) you wish to load with a powerloader. Please note, whilst most dropship armaments will only take one type of ammunition, Rocket pods can take 3 missile types.
  • Finally, walk it over to the weapon, load said ammo in, and light up more hostiles to your hearts content!


Weapon System Ammunition

Weapon System Ammunition: Description:
Keeper Rocket.png
GBU-67 'Keeper II'
A smaller casing for a payload that packs a huge punch, this thing's used mainly for cracking bunkers and blowing up hostile armour, it's got a small blast radius to maximize the damage on a single area however, so it's not great against large groups of hostiles.. To put it simply, it's your AP rocket. Load into the Standard-Issue Rocket Pod
Banshee Rocket.png
AGM-227 'Banshee'
This one utilizes a larger casing than the 'Keeper II' because it contains a custom Napthal mix, commonly loaded for ground targets due to it's highly flammable nature and large burn radius, it also works well against infantry and lighter armoured vehicles. This one's basically your "Welcome to Vietnam" rocket, aka Napalm. Load into the Standard-Issue Rocket Pod
Widowmaker Rocket.png
AIM-224 'Widowmaker'
The largest of the three rockets, this thing contains a high explosive payload to ensure that whatever it hits won't be getting up anytime soon, easily your best option against large groups of infantry as it has a sizeable blast radius. Think of it as your standard High Explosive Missile. Load into the Standard-Issue Rocket Pod
Napalm Rocket.png
XN-99 'Napalm' rocket'
The XN-99 'Napalm' is an incendiary rocket used to turn specific targeted areas into giant balls of fire.
Fatty Rocket.png
SM-17 'Fatty' rocket
The SM-17 'Fatty' is a special ordnance that only requires laser-guidance when first launched. Nicknamed 'Fatty' for its slow velocity.
Minirocket Stack.png
Minirocket Stack
A pack of 6 laser guided minirockets. Load into the Standard-Issue Mini-Rocket Pod
Minirocket incin Stack.png
Minirocket Stack
A pack of laser guided incendiary mini rockets.
30mm Ammo.png
30mm Ammo Crate
A crate containing 200 30mm high-explosive rounds. Load into the GAU-21 'Rattler' 30mm Cannon
Laser Ammo.png
Haigh-capacity laser battery
A high-capacity laser battery used to power laser beam weapons.
RotatingAmmoDrum .png
M30 Box Magazine
M30 Box Magazine (10x28mm Caseless) Load into the UA-577 Gauss Turret

Dropship Upgrades

Attachable Electronics

Want to improve the accuracy of your weapon systems? Or perhaps you'd rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you've only got 2 electronic slots when Detective Gadget'ing up your ship with these fancy gubbinz:

Attachable Electronic System: Description:
Spotlight.png
Spotlight
A high-powered spotlight with a protective glass casing ensures you'll always have an illuminated landing zone, plus a bit extra.
Targeting System.png
Targeting System
An advanced system that's much better at tracking laser-guided beacons than the standard equipment the drop-ships come with, essential for drop-ships planning on making accurate rocket strikes or a few GAU strafing runs.
Laser detector.png
Laser Detector System
Advance camera system that allows the operator to observe the target area of a painted laser target on the ground, can assist the operator to determine if a laser target is worth firing upon.
Landing detector.png
Landing Zone Detector System
Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground.

laser detector electronics

Attachable Engine Upgrades

Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here's a couple solutions to your problems, keep in mind you'll want to actually open up the engine ports with a powerloader before trying to shove these things inside:

Attachable Electronic System: Description:
Cooling System.png
Cooling System
Essentially a better version of the one the drop-ship already employs, plop this in your engines and you'll see a huge decrease in engine cooldown times, ensuring you'll be ready to take-off at the drop of a hat, even if you just landed.
Fuel Enhancer.png
Fuel Enhancer
This piece of tech improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire.

Communication

Communication as the Pilot Officer, otherwise known as the PO is key to being a successful pilot. You may ask why communication is required as someone who flies a dropship all day, well it's required because otherwise you aren't playing the job to it's maximum potential and being useful to the marines. When you find yourself playing the PO you'll want to be communicating in general comms and announcing the time when you plan to leave to depart from your current location giving marines and other jobs the time to get to your dropship of choice, if someone says "Hold" or "Wait" it's usually because they need to evac someone so wait for them to get the injured aboard, if it's on the Almayer you'll generally here "Wait" and "Hold" because a marine is late and in that regards just launch, it's better that the you keep flying at a continuous rate then wait for one marine because they took too long getting an attachment. In regards to Fire Missions, you will most likely want to set one drop-ship as a Dedicated Gunship and it will be the pilot of that ship's job to stay in contact with Squad Leaders, whom will mark targets with their Laser Designators for the Gunship to fire on, be sure to let SL's know when you are and aren't ready to go on a Fire Mission lest they are led to believe they have Air Support available when really they don't.


Requisitions

Requisitions will normally load crates onto your dropship meaning that when you land you will need to announce that you have supplies to drop off to the marines otherwise they won't know they have any. Sometimes if the supplies that are loaded onto your dropship are specialised for example, sentry crates and specialist weapon armour it's good to announce that so the relevant jobs can come to the LZ to pick up the supplies. It's useful as a PO to relay supplies that are needed if you see that the marines are lacking anything but usually that can be left down to command.


Medical

If injured are loaded aboard your dropship you'll want to inform command/medical that injured are on the way if possible, if you needed to leave straight away prepare a general comms message (general comms because that way you'll also get normal marines help move injured to medical.) for when you land that injured are aboard and need to be taken to medical.


Engineering

If your desired ship gets battered and beaten by the lizard savages then not fear because if you contact the MT's or CE they'll fix your precious flying machine if given the time, if marines desperately are calling to evac wounded or they need a ride to retreat back on, launch as soon as possible even if you are missing windows and doors, it's better that you reach the marines in time to help.


Command

Contacting command as the PO is highly useful for the members in command as you can give an opinion on if the LZ (Landing Zone) will hold against the alien savages that are attacking or if it won't as usually by that point the marines over squad comms are silent or are screaming for an evac, so make sure that when you arrive to marines requiring an evacuation give an opinion to command on whether thee marines can hold the current defences or if you are retreating with the marines as it'd just be a waste of manpower and resources to carry on holding.


Tips

  • Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Common frequency when you've just arrived and are about to depart. You want to be efficient with your trips as much as possible.
  • You may take a M37A2 Pump Shotgun, always loaded and ready to go whenever those pesky xenos decide to go full koolaid man on a window or a door. Don't expect wounded marines to help you. Its great when they do help and manage not to friendly fire you with their highly inaccurate assault rifles but don't count on it. Depend on yourself for the protection of your ship.
  • A special benefit to being a Pilot Officer is that you're allowed to boss around marines while they're on your shuttle. Don't tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM's ship and thus the Commander's ship).
  • Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.
  • If there is damage to your craft. Be sure to request for a Maint. Tech or the Chief Engineer to come repair it, the next time you're on the Almayer.