Responders: Difference between revisions
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!Description | !Description | ||
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|Corporate Commandos | |[[Corporate Commandos]] | ||
|The most lethal and efficient threat a marine could ever face. When Weston-Yamada High Command needed an unstoppable force to eliminate any target without hesitation or failure, they created the Corporate Commando program—infamously known as the Whiteout Commandos for their stark white armor. | |The most lethal and efficient threat a marine could ever face. When Weston-Yamada High Command needed an unstoppable force to eliminate any target without hesitation or failure, they created the Corporate Commando program—infamously known as the Whiteout Commandos for their stark white armor. | ||
These commandos are re-engineered, reprogrammed first-generation synthetics built purely for war. They wield the galaxy's most advanced technology, including the X-13 A.P.E. exosuit—capable of withstanding direct hits from mortar shells and orbital cannons without a scratch. | These commandos are re-engineered, reprogrammed first-generation synthetics built purely for war. They wield the galaxy's most advanced technology, including the X-13 A.P.E. exosuit—capable of withstanding direct hits from mortar shells and orbital cannons without a scratch. |
Revision as of 11:38, 26 October 2024
In the extreme event that the Marines of the UNS Almayer face overwhelming danger and the mission is at risk of failure, the Commanding Officer has the authority to activate a distress beacon. This signal can be detected by any nearby vessels within range. If picked up, a Response Team may be dispatched to aid the Almayer. However, the type of response is not guaranteed to be helpful—possible outcomes include the arrival of reinforcements, an empty shuttle with limited supplies, or even hostile forces such as a SPP strike team.
The game’s mechanics randomly determine which Response Team will arrive, although admins have the ability to manually influence the outcome to enhance gameplay or respond to specific in-game events. For example, a Corporate Liaison may request assistance.
Note that there are currently no ERTs in-game as of 09/09/2024. The response teams on this page are merely just proof of concept to show what teams will/could be added.
Friendly/Neutral Response Teams
Mercenary Group | Description |
---|---|
Weston Yamada's PMCs | The largest PMC force in the sector, Weston Yamada's military consultants is a subsidiary of Weston Yamada. They were originally an independent PMC on Earth, but they were bought out by Weston Yamada and started to provide security to the outer rims of space, which became a rapidly growing sector at the time. Now, the PMC provides services of all kinds to governments and companies, they also provide security to corporate facilities, space stations and colonies. PMCs are the most similar to the UNMC in playstyle, but they wield weapons far more powerful than the UNMC on average.
The PMC teams will report directly to the Corporate Liaison. If they are killed, they will report to whoever is in command. Their primary mission is the survival of the Corporate Liaison, and once that is ensured, to take suggestions from the commanding officer on how best to help. |
TBA | TBA |
TBA | TBA |
Hostile Response Teams
Mercenary Group | Description |
---|---|
The Socialist Progressive People | The Socialist Progressive Peoples (S.P.P) is a powerful socialist block that rivals the United Nations in many respects. Being highly territorial and relatively secretive, the SPP maintains very little communication with those outside their borders. Their inner workings are largely a mystery.
Since their territorial area is highly strict, their goal is to assault the recent UNMC force and eliminate anyone onboard the UNS Almayer, to preserve the sector's fragile UPP presence. Warning: There is a chance for the SPP to be friendly during their response. Rendering aid to the marines rather than repelling them from the area. |
The Colony Liberation Front | The Colony Liberation Front are an organized group of colonists who believe their home sector is not part of the United Nations. They have grown used to their independence which they have "achieved" over the years; subsequently, they consider the withdrawal of a UNMC company, and the diminished presence of the CMB, to be proof of their independence.
The CLF's goal is to repel the UNMC company aboard the UNS Almayer from their sector at all costs using lethal force. (CLF will always be hostile, unlike the SPP) |
Special Response Teams
These response teams will show up exclusively during pre-planned events or when activated by admin intervention.
Mercenary Group | Description |
---|---|
Riot Military Police | A squadron of Military Police sent into quell marines that have gotten out of control, or to extract important prisoners of note. Packing full riot gear, with tactical shotguns and teargas grenades, they are masters in non-lethal combat and they WILL bring back order. The Riot CMP always outranks the CMP aboard the UNS Almayer. |
HEFA Knights | The Holy Order of the HEFA Knights stand proudly as the true crusaders of shrapnel explosives. Armed with explosive resistant armour and M40 High Explosive Fragmentation grenades, these true heroes of the galaxy shall show the unbelievers the true power of HEFA. |
Dutch's Dozens | The Dutch's Mercenary Team are a small, yet powerful group of mercenaries specialized in jungle warfare, serving the UN government. Its members are trained to fight with low tech weapons and equipment, learning special survival techniques and how to conduct guerrilla warfare. They employ very older or outdated weapons such as the M16A2 and the M60, however, they are extremely well trained to use these weapons, often better than any marine with a M54C.
The team became specialized in fighting a mysterious alien, expect them on the battlefield helping the UNMC fight them. |
Anchorpoint Station Marine Quick Reaction Force | Among Anchorpoint's most critical assets is its Quick-Reaction Force, a specialized team of UN Marines trained to deploy rapidly in response to emergent threats. While small in number, the QRF is highly disciplined and exceptionally well-equipped, unlike the marines aboard the UNS Almayer. Their role is clear: when CMB teams encounter situations where they are outnumbered and outgunned—often facing heavily armed criminal syndicates—the QRF is ready to answer the call. They will do everything in their power to eliminate the threat and save their fellow marshals. |
Deathsquads
The Deathsquads, also known as the Commandos, is a special event that cannot be accessed through regular gameplay and can only be activated by admins. Once activated, they spawn from ghosts with a single objective: to eliminate everyone on the Almayer, whether Alien or Marine. To accomplish this, they are equipped with specialized gear designed to enhance their combat efficiency and provide superior protection against damage.
Deathsquad | Description |
---|---|
Corporate Commandos | The most lethal and efficient threat a marine could ever face. When Weston-Yamada High Command needed an unstoppable force to eliminate any target without hesitation or failure, they created the Corporate Commando program—infamously known as the Whiteout Commandos for their stark white armor.
These commandos are re-engineered, reprogrammed first-generation synthetics built purely for war. They wield the galaxy's most advanced technology, including the X-13 A.P.E. exosuit—capable of withstanding direct hits from mortar shells and orbital cannons without a scratch. Even the We-Ya PMCs are kept in the dark about their existence. The Commandos won't hesitate to open fire on them if necessary. Their mission: eliminate everything in sight when a situation spirals beyond control. When deployed, they are told only one thing—there may be a Liaison present, and if loyal to Weston-Yamada, he is the only one they spare. |
Socialist Progressive People Commandos | Very little is known about the SPP, and even less about its elite Commando forces. This is a highly organized, covert operations unit, handpicked by SPP High Command. Trained to the highest standards and equipped with the finest gear, their existence is shrouded in secrecy. They carry out special, classified missions directly from the top, with one ruthless directive: eliminate anyone outside the SPP's ranks, leaving no survivors. To the SPP, they are more than soldiers—they are weapons of war. |
Marine Special Operations Command | They are the elite special operations unit of the United Nations Marine Corps, representing the pinnacle of skill, discipline, and advanced warfare technology. These operators are the best the UNMC has to offer, trained to perform high-stakes missions in hostile environments across space. Equipped with cutting-edge gear and weaponry that rivals the technology of the SPP Commandos and Corporate Commandos, MARSOC is the spearhead of the UNMC, capable of undertaking the most critical and dangerous operations to protect the interests of the United Nations and maintain peace throughout the galaxy.
Little is known about the true extent of MARSOC operations, as most mission reports are heavily redacted or classified at the highest levels. Whispers circulate in dark corners of colonies and among government circles, hinting at their involvement in suppressing colonial insurrections with brutal efficiency or even eliminating high-profile political adversaries. Officially, their actions are cloaked in silence, leaving only rumors to paint a picture of the lengths MARSOC may go to in order to uphold the interests of the United Nations. These operators may occasionally be neutral, tasked with protecting a high-ranking command member rather than eliminating the marines aboard the UNS Almayer. |