Executive Officer

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COMMAND
XO.png
Executive Officer
Difficulty: Hard
Supervisors: Commanding Officer
Rank: Captain
Duties: Obey and support the Commanding Officer. Help run the operation.
Guides: Marine Law
Unlock Requirements: 5 hours as Staff Officer.
Detailed Description:
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You are second in command aboard the ship, and are the next in the chain of command after the Commanding Officer.
You may need to fill in for other duties if areas are understaffed, and you are given access to do so.
Good luck, Commander !
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"Boy's definitely got a corncob up his ass." ―Private Frost, regarding Lieutenant Gorman, Aliens


The Executive Officer

You are the Executive Officer (A.K.A The X.O.) the second in command of the Marines. You have been tasked with the same objective as the Commanding Officer, you're both there to command the marines. If there is no Commanding Officer alive or available you are next in line to be in command of the marines to brief them on the mission and command them. Both you and the Commanding Officer may deploy at the same time or separately so long as CIC is staffed properly.

If you are on the Almayer and Code Red has not been set, you are not authorized to have a firearm that is bigger than a pistol and if caught you will be warned by an MP/CMP. The only exception to this is when you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set. I.e. The Almayer has been boarded.


The same principles as the Commanding Officer and are under his/her command.


Overwatch

The XO is second in command and as such you'll be telling the Staff Officers what to order the marines in the case that a Commanding Officer isn't present. You may also need to man an overwatch console so that all the squads have someone to relay their intel about the enemy to, besides their Squad Leader. A good overwatch will stay in contact with their squad and ask for regular updates on how the squad is doing, if they require any supplies and they'll make sure the two dropships are planetside for if any injured are required to be evaced, this may require that you tell the Pilot to launch early depending on which dropship the Pilot Officer is using.

Supply Beacons and Orbital Beacons

Please refer to Supply Drop and Orbital Bombardment.

Requisitions

As the XO you'll want to make sure a stream of supplies is reaching the marines while the CO is ordering the SO's and squads about, if there is no CO, you'll be ordering the SO's and squads as well as shouting at requisitions for supplies. You'll want to keep reminding requisitions of which supplies are needed, normally it'll be "We need ammo and materials for defences." Usually it's good to specify what ammo so that the Cargo Technicians can prioritise which ammo to get first in a rush, for example: "Requisitions, we need 10mm, 9mm, Buckshot and materials for defences." That example is just for general supplies, if you wanted to specify to which squad it goes to you'd just insert the squad name and if it's going by supply drop, a dropship or a squad member is picking it up from requisitions. You'll want to always be in touch with the squads making sure that they have enough supplies, if they've run out of supply beacons ask requisitions to order more or if you're in a rush ask a CT to load it onto the relevant dropship.

Medical

While you're ordering the marines about, delegating orders to the SO's and shouting at requisitions it's good to inform medical that injured are being brought up on dropships so they can prepare for the injured in the hangar, it makes the transition from the Dropship to medical smoother and a lot faster than the Doctors being surprised they just gained 10 injured out of nowhere. Usually this job is done by the pilot, however if you can't rely on your pilot to do this, keep in contact with the squads and tell medical yourself.

Engineering

If the squad you assigned to FOB duty doesn't have any combat technician, don't waste time telling them to make a cardboard box fort, send down some Maintenance Technicians to get the job done right and then once they've done their job extract them back to the USS Almayer. You can also order the Chief Engineer to deploy so long as a Auxiliary Support Officer is aboard the Almayer.

Communications Console

The communications console allows you to inform USCM High Command about the ongoing mission, make announcements for all of the marines to see, request the evacuation of the Almayer and lastly it allows you to call in a random Emergency Response Team that might save the day or ruin it depending on who answers your plea's for help.

Abilities: Orders

Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the Commanding Officers order will last longer then a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.

Orders: Description:
Issue Orders-Move.png
Move!
Increased mobility and chance to dodge projectiles.
Issue Orders-Hold.png
Hold!
Increased resistance to pain and combat wounds.
Issue Orders-Focus.png
Focus!
Increased gun accuracy and effective range.

The Tech Tree

You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.

Tech: Description: Cost:
Tech tier1.png

Tech Tier 1

Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget. Free (one time purchase)
Tech tier1 dropship.png

Dropship Budget Increase

This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see the dropship fabricator list in the PO's page.) 12 (+1 every purchase)
Tech tier1 dropship.png

Requisitions Budget Increase

This tier 1 tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see supply crates buy list in the requisitions page. 15 (+1 every purchase)
Tech tier2.png

Tech Tier 2

Enables the second tier of the tech tree. The only tier 2 techs are for resupplying any and all OB warheads. 5 (one time purchase)
Tech tier2 warhead inc.png

Additional OB Projectiles - Incendiary

This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead. 10 (+2 every purchase)
Tech tier2 warhead cluster.png

Additional OB Projectiles - Cluster

This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead. 10 (+2 every purchase)
Tech tier2 warhead he.png

Additional OB Projectiles - HE

This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead. 10 (+2 every purchase)
Tech Tier3.png

Tech Tier 3

Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics. 5 (one time purchase)
Cryorines.png

Wake up Additional Troops

Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes. 10 (+5 per purchase)


Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Elite
Expert
Specially Trained
Trained
Medical JTAC
Expert
Specially Trained
Trained
Construction Engineering Surgery Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.

Guides