Marines: Difference between revisions
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<blockquote><big>"Doesn’t matter if it’s [[Socialist Progressive Peoples (SPP)|socialists]], [[Colony Liberation Front (CLF)|insurgents]], or [[Xenonids|nightmares that crawled out of hell]]—when the call comes, the UNMC answers. We don’t run. We don’t hide. We get the job done. We make sure there’s a [[United Nations|home]] to go back to."</big> | <blockquote><big>"Doesn’t matter if it’s [[Socialist Progressive Peoples (SPP)|socialists]], [[Colony Liberation Front (CLF)|insurgents]], or [[Xenonids|nightmares that crawled out of hell]]—when the call comes, the UNMC answers. We don’t run. We don’t hide. We get the job done. We make sure there’s a [[United Nations|home]] to go back to."</big> | ||
<br>— <small>Unnamed UNMC Gunnery Sergeant, Drill Instructor aboard O’Neill Station Military Academy.</small></blockquote> | <br>— <small>Unnamed UNMC Gunnery Sergeant, Drill Instructor aboard O’Neill Station Military Academy.</small></blockquote> | ||
The '''United Nations Marine Corps''' or simply just the '''Marines''' are one of the two main playable factions in the game, the other being the [[Xenonids]] and ultimately respond to the UNMC [[High Command]]. The UNMC is governed by the civilian government of the [[United Nations]], and regulated by the [[Provost Marshal Office|Provost Marshal Office.]] | The '''United Nations Marine Corps''' or simply just the '''Marines''' are one of the two main playable factions in the game, the other being the [[Xenonids]] and ultimately respond to the UNMC [[High Command]]. The UNMC is governed by the civilian government of the [[United Nations]], and regulated by the [[Provost Marshal Office|Provost Marshal Office.]] The UNMC was primarily assigned to the defense of the growing frontiers of the United Nations government. | ||
It was not until after the [[Sol Campaign]], that the United Nations military and government made use of the UNMC as an offensive might, using it to wrest control of the frontier through force. Their Mars assets were shaken due to SPP proxy funding, and an ignited civil unrest that led to a full sized conflict costing thousands. This led to a belief for the UN that a similar fate would befall the colonies which were farther from the reach of the standard military. The belief quickly led to the rapid mobilization and armament of the UNMC, along with the adaption of unrestricted military doctrine on civilian colonies. The result caused the ignition of [[Operation Justice]]. | |||
It was not until after the [[Sol Campaign]], that the United Nations military and government made use of the UNMC as an offensive might, using it to wrest control of the frontier through force. Their Mars | |||
Current day, the UNMC finds itself locked in a war on insurgency, with everyday seeing another colony on the frontiers go dark due to an unseen enemy, or another colony declaring itself independent and aligning itself with the loose conglomerate known as the [[Colony Liberation Front (CLF)|Colony Liberation Front]]. The situation only continues to grow worse with new enemies appearing daily and insufficient funding and manpower to meet the threat head-on. | Current day, the UNMC finds itself locked in a war on insurgency, with everyday seeing another colony on the frontiers go dark due to an unseen enemy, or another colony declaring itself independent and aligning itself with the loose conglomerate known as the [[Colony Liberation Front (CLF)|Colony Liberation Front]]. The situation only continues to grow worse with new enemies appearing daily and insufficient funding and manpower to meet the threat head-on. | ||
Latest revision as of 20:36, 26 October 2025

"Doesn’t matter if it’s socialists, insurgents, or nightmares that crawled out of hell—when the call comes, the UNMC answers. We don’t run. We don’t hide. We get the job done. We make sure there’s a home to go back to."
— Unnamed UNMC Gunnery Sergeant, Drill Instructor aboard O’Neill Station Military Academy.
The United Nations Marine Corps or simply just the Marines are one of the two main playable factions in the game, the other being the Xenonids and ultimately respond to the UNMC High Command. The UNMC is governed by the civilian government of the United Nations, and regulated by the Provost Marshal Office. The UNMC was primarily assigned to the defense of the growing frontiers of the United Nations government.
It was not until after the Sol Campaign, that the United Nations military and government made use of the UNMC as an offensive might, using it to wrest control of the frontier through force. Their Mars assets were shaken due to SPP proxy funding, and an ignited civil unrest that led to a full sized conflict costing thousands. This led to a belief for the UN that a similar fate would befall the colonies which were farther from the reach of the standard military. The belief quickly led to the rapid mobilization and armament of the UNMC, along with the adaption of unrestricted military doctrine on civilian colonies. The result caused the ignition of Operation Justice.
Current day, the UNMC finds itself locked in a war on insurgency, with everyday seeing another colony on the frontiers go dark due to an unseen enemy, or another colony declaring itself independent and aligning itself with the loose conglomerate known as the Colony Liberation Front. The situation only continues to grow worse with new enemies appearing daily and insufficient funding and manpower to meet the threat head-on.
Past Operations and Campaigns
Playable Roles
Command
Commanding Officer
Ranks: Major / Lieutenant Colonel / Colonel
The Commanding Officer (CO) has ultimate control over the operation. The sheer responsibility of such a position means that only whitelisted players are able to play as the Commanding Officer.
Executive Officer
Ranks: Captain
The Executive Officer (XO) has control of the operation if the Commanding Officer is not present, however they do not have the same powers and authority, such as the ability to battlefield execute people, which is still restricted to a whitelisted CO.
Staff Officer
Ranks: Second Lieutenant
The Staff Officers (SO) are in charge of manning the Overwatch Consoles and relaying orders to their assigned squad, alongside relaying information back to the Combat Information Center.
Senior Enlisted Advisor
Ranks: Gunnery Sergeant / First Sergeant / Sergeant Major
The Senior Enlisted Advisor (SEA) is an advisor to command, and a teacher for the marines. This is a whitelist only job.
Military Police
Chief Military Police
Ranks: Second Lieutenant / First Lieutenant
The Chief Military Police (CMP) is responsible for keeping the Military Police in line, processing prisoner appeals and giving the final say on Marine Law.
Military Warden
Ranks: Sergeant / Staff Sergeant / Gunnery Sergeant
The Military Warden is responsible for the Brig and the sentencing of marines that break Marine Law.
Military Police
Ranks: Corporal / Sergeant / Staff Sergeant
The Military Police are responsible for keeping marines in line and enforcing Marine Law.
Auxiliary Combat Support
Auxiliary Support Officer
Ranks: First Lieutenant / Captain
The Auxiliary Support Officer (ASO) is responsible for managing the Requisitions and Joint Terminal Attack Control departments, relaying orders between the two to maximize efficiency.
Dropship Pilot
Ranks: Second Lieutenant
The Dropship Pilot is responsible for flying the designated dropship to the Primary Landing Zone and back to the Warship.
Gunship Pilot
Ranks: Second Lieutenant
The Gunship Pilot is responsible for flying the designated gunship and responding to Close Air Support calls.
Dropship Crew Chief
Ranks: Corporal / Sergeant / Staff Sergeant
The Dropship Crew Chiefs (DCC) are responsible for making sure the dropships are ready to launch, that all the supplies and personnel have boarded, and for reloading the dropship's guns.
Requisitions
Quartermaster
Ranks: Staff Sergeant / Gunnery Sergeant / Master Sergeant
The Quartermaster (QM) is responsible for the entire Requisitions department, making sure that they are well stocked and that a constant flow of supplies are being sent down to the deployed marines.
Requisitions Technician
Ranks: Private / Private First Class / Lance Corporal
The Requisitions Technicians are responsible for delivering supplies to the dropship, making sure the Forward Operating Base is stocked and sorted properly, and saying "No" to marines that demand crayons.
Medbay
Chief Medical Officer
Ranks: Second Lieutenant / First Lieutenant
The Chief Medical Officer (CMO) is responsible for the entire Medical Department, making sure that all the doctors and researchers are equipped and trained.
Doctor
Ranks: Second Lieutenant
The Doctors are responsible for the health and safety of the marines in the Forward Operating Base and onboard the Warship, alongside performing surgical procedures (Currently limited to only Xenonid Embryo Removal).
Nurse
Ranks: Corporal / Sergeant
The Nurses are medical assistants who cannot perform surgery. They are responsible for stabilizing critical patients by performing CPR and defibrillation.
Marines
Squad Leader
Ranks: Sergeant / Staff Sergeant / Gunnery Sergeant
The Squad Leaders (SL) are the executors of the will of their assigned Staff Officer, their job is to make sure their squad is following orders and to relay orders given to them by the SO.
Fireteam Leader
Ranks: Lance Corporal / Corporal / Sergeant
The Fire Team Leaders (FTL) are responsible for calling in Close Air Support and Mortar strikes, alongside taking control of the squad in the event of the Squad Leader's departure from the mortal realm.
Weapons Specialist
Ranks: Lance Corporal / Corporal / Sergeant
The Weapons Specialists (WS) are responsible for dishing out superior firepower and tactics using specialized weapons and equipment only they know how to use. There are currently four specializations; Demolitionist, Grenadier, Scout, and Sniper. These are chosen via the Weapons Specialist vendor, and are currently limited to only allowing two of each specialization to be chosen (e.g. only two demolitionist kits can be given out in a round)
Smart Gun Operator
Ranks: Lance Corporal / Corporal / Sergeant
The Smart Gun Operators (SG, SGO) are responsible for covering and suppressive fire with their exclusive IFF Smart Gun.
Combat Technician
Ranks: Private First Class / Lance Corporal / Corporal
The Combat Technicians (CT) are responsible for setting up forward defenses such as barricades and sentries.
Hospital Corpsman
Ranks: Private First Class / Lance Corporal / Corporal
Hospital Corpsmen are responsible for the health of their squadmates, their job is to stabilize marines in the field and send them back to the Field Hospital if their wounds are too great.
Rifleman
Ranks: Private / Private First Class / Lance Corporal
The Riflemen are base infantry, they are responsible for following the orders given to them by their Squad Leader.
Civilian
Corporate Liaison
Ranks: Junior Executive / Executive / Senior Executive / Executive Specialist
The Corporate Liaison (CL) is responsible for increasing profits, sending faxes to their boss, and ensuring the will of Weston-Yamada is enforced.
Combat Correspondent
The Combat Correspondent (CC) is responsible for getting compelling footage of the battle between the Marines and the Xenonids.
Synthetic
The Synthetic roles are unique, allowing the player to take control of a non-organic robotic synthetic. While synthetics are stronger, faster, and more capable than the average human, this comes at a cost. Their actions are bound by strict rules and protocols. Currently, Synthetics are a whitelisted role. You can apply for the whitelist on our discord server found here. (SYNTHETICS ARENT OUT YET, PLEASE REMOVE THIS WHEN THEY ARE ACTUALLY ADDED IN RMC)
Synthetic
Synthetics are expected to assist the crew of the UNS Almayer in any and all applicable tasks, acting as highly capable support units across multiple fields. Their enhanced strength, precision, and resistance to damage make them valuable assets both on and off the battlefield. Synthetics can perform advanced medical procedures such as surgery and triage, operate engineering equipment, handle hazardous materials, interface with complex systems, and provide logistical support during operations.
Average Joe
Average Joes are a more rudimentary class of synthetic, designed for basic labor and routine shipboard tasks. Unlike their more advanced counterparts, AverageJoes are less intelligent, lack advanced reasoning capabilities, and operate with limited autonomy. They are primarily tasked with basic maintenance, logistics, and manual support duties aboard the UNS Almayer.
While not suited for complex medical or technical procedures, Joes can carry out simple repairs, transport equipment, assist in resupply operations, and help maintain general ship functionality. They are directly bound to the Almayer’s ARES AI Core
