Commanding Officer: Difference between revisions
adding images, tacmap content |
Updated equipment section |
||
(One intermediate revision by the same user not shown) | |||
Line 66: | Line 66: | ||
The Combat Information Center also contains within it the Command Tablet. This item is functionally identical to the Groundside Operations Console, yet it and the Groundside Operations Console do not share the same command announcement cooldown. It is most useful for being able to give out command announcements from outside of the CIC, such as in the case of the Commanding Officer deploying groundside. | The Combat Information Center also contains within it the Command Tablet. This item is functionally identical to the Groundside Operations Console, yet it and the Groundside Operations Console do not share the same command announcement cooldown. It is most useful for being able to give out command announcements from outside of the CIC, such as in the case of the Commanding Officer deploying groundside. | ||
The Warship Control Console is to be | The Warship Control Console's only current function is to initiate the evacuation sequence. Once hijack begins and the dropship crashes into the Almayer, the button will be enabled and you must use initiate evacuation in order for the lifeboats to be launched. Lifepods may be launched at any time post-hijack regardless of fuel status. | ||
'''PROVISIONS AND EXCEPTIONS:''' | '''PROVISIONS AND EXCEPTIONS:''' | ||
Line 77: | Line 77: | ||
'''EQUIPMENT:''' | '''EQUIPMENT:''' | ||
The Commanding | The Commanding officer starts with a large general pouch, a special Command Pouch, a Mateba belt holster rig, and can acquire either the Smartgun or the M59A prototype rifle in their vendor. | ||
The Mateba autorevolver comes loaded with 6 rounds, with 5 extra speedloaders in the rig, and more can be purchased from their vendor at 15 points each. This weapon is capable of stunning humanoids, or any tier 1 - tier 2 xenonid minus the Hivelord and Carrier, much akin to other weapons with a stunning projectile. This is also the preferred weapon to use for a field execution, if one is needed to be carried out. | |||
The CO's smartgun is simply a smartgun. It has no functional differences, but do keep in mind that it will be receiving a custom paintjob in the future. The CO's armor acts as a harness for this weapon, so it would be best to ignore the harness that the kit comes with. | |||
The M59A prototype rifle acts as a special type of M54C. It is capable of taking both MK1 and MK2 mags, and has an exceptionally strong burst fire. It also comes with an ID card lock, an internal magnetic harness, and an IFF toggle. The other functions should be self explanatory, though the IFF toggle will disable the burst fire and dramatically lower the rate of fire of the weapon when turned on. |
Latest revision as of 10:22, 19 January 2025
Difficulty: Very Hard Supervisors: UNMC High Command Rank: Major / Lieutenant Colonel (70 hours) / Colonel (175 hours) Duties: Command your vessel and lead the marines to victory Guides: This is the guide. Unlock Requirements: This is a whitelisted role. Apply on the RMC-14 Discord. Detailed Description: The Commanding Officer is the highest ranking officer that can normally be found aboard their respective vessel. Their duty is to protect the vessel and it's crew, and to lead the marines to victory to the best of their ability. This job involves high levels of roleplay, as you are expected to act like a high-ranking officer at all times. |__________| |
Credits to the folks at the CM-SS13 wiki for the template found above. The rest of their work can be found here: https://cm-ss13.com/wiki/Main_Page
PRIMER:
The principal goal of the Commanding Officer is to provide the Marines with an adequate plan and following orders to lead them to their victory on the colony. As such, it is highly recommended that any Commanding Officers, or aspiring-to-be Commanding Officers take the time to know about all of the tools and personnel at their disposal.
SHIPSIDE ROLES:
- The Command Staff are the ones that the Commanding Officer will interact with the most - these include the Staff Officers, Auxiliary Support Officer, and Executive Officer. The Staff Officers' primary jobs are to man the Overwatch consoles and assist around the ship at the discretion of their superiors. The Auxiliary Support Officer is in charge of the dropships, requisitions, and research once implemented. The Executive Officer is there to act as the Commanding Officer's right hand - the only person they take orders from are the Commanding Officer and are next in the line of succession to take command of the warship.
- The Gunship Pilot, Dropship Pilot, and Dropship Crew Chiefs are the auxiliary support roles - their jobs are to pilot their respective dropships to transport supplies and personnel, or to provide the Marines with close air support missions. They answer directly to the Auxiliary Support Officer.
- The Military Police exist to uphold Marine Law and to protect the vessel from foreign threats. They answer to the Chief MP.
- The shipside medical staff (except for Nurses!) are capable of performing larva extraction surgeries on Operating Tables. The head of this department is the Chief Medical Officer.
- The Requisitions staff manage the Automated Storage and Retrieval System on board the vessel, which is used to purchase a wide range of supplies for the Marines using the ship's funding.
- The engineering staff, and synthetics do not yet exist.
THE MARINES:
- The Marines will be your primary fighting force. Each marine is assigned to one of four squads roundstart - Alpha, Bravo, Charlie, or Delta.
- Each squad is composed of one Squad Leader, two Fireteam Leaders, up to four Hospital Corpsmen, up to three Combat Technicians, one Smart Gun Operator, one Weapons Specialist, and many Riflemen.
- The primary role of a Fireteam Leader is to act as next-in-line for the Squad Leader, and to use their Laser Designator to call in fire support for their squad.
- Hospital Corpsmen are well trained and well equipped to provide medical aid to Marines on the battlefield. However, they lack the expertise to perform advanced surgical procedures - requiring them to transport infected marines to a capable Doctor or the CMO.
- Combat Technicians set up and maintain barricades, as well as having access to a sentry turret to help cover angles for their squad.
- Smart Gun Operators have access to the titular Smart Gun - which is a machine gun system capable of shooting large volumes of fire past Marines.
Weapons Specialists have access to four different kits.
- A Demolitionist specialist will have access to the M5-ATL, nicknamed SADAR by many, which is a powerful rocket launcher.
- The Scout Specialist will gain the ability to go partially invisible with a special pack, utilize a cloaking tarp for body retrieval, receive a special laser designator that works much quicker than normal, as well as using the M4SPR-Custom and it's powerful ammunition.
- The Grenadier Specialist receives a Grenade Launcher which is capable of launching grenades far away, and in quick succession.
- Finally, the Sniper Specialist gains access to a pair of night vision goggles, a special ghillie suit, and a sniper rifle which is capable of shooting past Marines and packs quite a punch with full armor piercing capability.
THE COMBAT INFORMATION CENTER:
The Combat Information Center, located on the west side of the Savannah, or on the west side of the second floor of the Almayer, is the main area where the Commanding Officer will spend most of their time. This room contains many useful machines and consoles for the Commanding Officer and command staff to utilize, notably the Groundside Operations Console, four Overwatch Consoles, and Tactical Map
The Groundside Operations Console allows the Commanding Officer (or any officer, really) to do the following:
- Designate the primary landing zone for the operation. This will be the only landing zone that the xenonids can initiate the hijack sequence from, and will be marked on the dropship's flight consoles.
- Send a command announcement. This will send out an announcement with an accompanying tone that all marines can hear. This is extremely useful for giving out updated information about the battlefield.
The Overwatch Console(s) allow the user to view the helmet cameras of any squad marine, giving them a live feed of what's happening on the battlefield. It is generally expected of the Staff Officers to be manning these at all times, and to be relaying the information gathered to the Executive and Commanding Officer within the room or over radio.
The Tactical Map is another piece of incredibly useful technology available to CIC staff. It allows the user to see the live position of every marine on the map, as well as allow them to draw on it with a small selection of different colors. This drawing feature is particularly useful for providing marines with new orders regarding movement, or marking enemy positions. Clicking on the "Update Canvas" button will send out a command announcement informing marines that the map has been updated, and will upload a snapshot image of the Tactical Map taken at the time of the update. Every marine can view the Tactical Map's last update, though only the Tactical Map in the CIC will display marine's movements in real time.
The Combat Information Center also contains within it the Command Tablet. This item is functionally identical to the Groundside Operations Console, yet it and the Groundside Operations Console do not share the same command announcement cooldown. It is most useful for being able to give out command announcements from outside of the CIC, such as in the case of the Commanding Officer deploying groundside.
The Warship Control Console's only current function is to initiate the evacuation sequence. Once hijack begins and the dropship crashes into the Almayer, the button will be enabled and you must use initiate evacuation in order for the lifeboats to be launched. Lifepods may be launched at any time post-hijack regardless of fuel status.
PROVISIONS AND EXCEPTIONS:
The Commanding Officer has access to the following provisions:
- The permission to field execute anyone under your command, provided that they pose a credible threat to other Marines, crew, or the operation itself.
- Pardon personnel who have committed a Minor or Major crime from their sentences.
- Arrest immunity except with a UNMC High Command warrant for their arrest. The Commanding Officer is not above Marine Law. However, individuals who make an invalid arrest of the Commanding Officer (that is, without HC approval or a warrant) are to be charged with Sedition.
EQUIPMENT:
The Commanding officer starts with a large general pouch, a special Command Pouch, a Mateba belt holster rig, and can acquire either the Smartgun or the M59A prototype rifle in their vendor.
The Mateba autorevolver comes loaded with 6 rounds, with 5 extra speedloaders in the rig, and more can be purchased from their vendor at 15 points each. This weapon is capable of stunning humanoids, or any tier 1 - tier 2 xenonid minus the Hivelord and Carrier, much akin to other weapons with a stunning projectile. This is also the preferred weapon to use for a field execution, if one is needed to be carried out.
The CO's smartgun is simply a smartgun. It has no functional differences, but do keep in mind that it will be receiving a custom paintjob in the future. The CO's armor acts as a harness for this weapon, so it would be best to ignore the harness that the kit comes with.
The M59A prototype rifle acts as a special type of M54C. It is capable of taking both MK1 and MK2 mags, and has an exceptionally strong burst fire. It also comes with an ID card lock, an internal magnetic harness, and an IFF toggle. The other functions should be self explanatory, though the IFF toggle will disable the burst fire and dramatically lower the rate of fire of the weapon when turned on.