Whiskey Outpost
[BEGIN TRANSMISSION]
PRIORITY-1 DISTRESS SIGNAL
Whiskey Outpost, LV-624
UNMC "Dust Raiders" Battalion
—static bursts—
“This is Colonel Jonas Rourke—Whiskey Outpost—WE ARE UNDER ATTACK!” —gunfire, screams in the background—
“They’re everywhere! Jesus Christ, they’re inside the perimeter! We’ve lost multiple patrols—repeat, multiple patrols wiped out! We’ve got confirmed Xeno presence, heavy numbers—too many to count! We—hold that line, goddammit! HOLD IT!”
—loud explosion, garbled shouting—
“We’re falling back—south wall’s compromised! Engineering team is trying to rig the relay, but we need time! If anyone’s out there—we need reinforcements NOW!”
—horrific inhuman screech, followed by gunfire and someone screaming—
“They’re breaching the medbay—we’re losing ground! If you can hear this—if anyone is still out there—we won’t last much longer!”
—static, then a blood-curdling scream before the transmission cuts—
[END TRANSMISSION]
[INCOMING TRANSMISSION – UNS ALISTOUN]
"Whiskey Outpost, this is the UNS Alistoun. We read you loud and clear. Reinforcements are inbound—ETA 20 mikes. Hold that line, Marines! Do whatever it takes to keep that relay up.
"Stay in the fight! Give them no quarter!"
- Recovered transmission log from the Whiskey Outpost Incident
Overview
Whiskey Outpost and the aforementioned gamemode are only available in PvE, which is intermittently run on the second RMC-14 server, Normandy
Whiskey Outpost is an alternative map and game to the normal Distress Signal gamemode. On this map, instead of playing as the UNMC in the battalion "Falling Falcons" of the 4th Brigade and the UNS Almayer, you'll either play as a UNMC member from the 3rd Battalion "Dust Raiders," stationed on Planet LV-624 to maintain order, or as the Xenonids, whose objective is to eliminate the Marine forces and prevent the relay signal from being sent. The event takes place five years before the arrival of the UNS Almayer. The Dust Raiders had established a UNMC presence in key locations, including Whiskey Outpost.
However, the forces on LV-624 soon found themselves under attack by unknown alien threats, with several Marine patrols wiped out before the full-scale assault on Whiskey Outpost began. The garrison stationed on the planet had no choice but to send a distress signal, calling for reinforcements. Before the signal can be transmitted, the Marines must hold out for 60 to 90 minutes—or longer—until engineers successfully set up the relay, allowing reinforcements from Whiskey Outpost to arrive. Meanwhile, the Aliens must eliminate the Marine force before the relays are activated and the invasion is repelled. This is a battle for survival, and neither side can afford to show mercy.
Gameplay wise, whiskey outpost differs dramatically from typical rounds. When playing as humans, Xenonids will be entirely AI controlled and be spawned in waves by a game master. Revival is also completely disabled making death permanent and marines will spawn in fully equipped (Though they may still purchase items with points, and equipment vendors occupy several parts of the map). Requisitions also does not have the ability to purchase gear, instead having it be distributed by game masters. Rounds can last a few hours, only ending when either the marines successfully evacuate, or are wiped out completely making whiskey outpost their grave.
