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games:sc13:crew_positions:senior_enlisted_advisor

Senior Enlisted Officer

  • Difficulty: Medium
  • Supervisors: Executive Officer, Commanding Officer
  • Rank: Gunnery Sergeant / First Sergeant / Sergeant Major
  • Duties: Advise the crew, act as a morale figurehead, teach newbies.

Detailed Description: Your primary job is to act as an in-game mentor for new marine players, while also providing advice to command and the crew, with matters regarding Marine Law and Standard Operating Procedure.

Senior Enlisted Advisors (SEA) are the senior most ranked enlisted Marine aboard the ship. An SEA's primary objective is to offer in game mentoring to any crew member aboard the ship that may need help with matters especially concerning Marine Law, or Standard Operating Procedure; however, you can help any other personnel that is new/inexperienced in a specific department, provided that you are confident in the operations in the department yourself. Additionally, it is their job to assist and teach new recruits the basics of how to work their legs and hands, how to fire a weapon, how to put on their clothes and how to take the dropship down to their early graves. With extensive access as well as an office directly connected to the Marines cryogenics chamber, you have the ability to show others how to work the tools aboard the ship in order to help them understand what they must do within the capabilities of their role.

NOTE: SEAs can only be played by In-Game mentors and moderator+. You can apply for mentor by accessing this link Mentor Application.

As the SEA you are not a part of the chain of command, and are not above officers in authority. You have the ability to tell enlisted to get into shape where it may be necessary but overall you should be playing as a support character.

A good SEA will:

  • Take new players through the basics.
  • Be a figurehead for the enlisted ranks.
  • Follow both Marine Law and Standard Operating Procedure by the book.
  • Advise all Military officers and enlisted.
  • Try to ensure the Marines are running smoothly.

Your Office

The SEA's office is where you will be able to oversee cryogenics and spot new people waking up. While you aren't required to sit here the whole round, it's a good idea to check back every once in a while to make sure any jarheads aren't left unattended.

Training New Recruits

The most important job for an SEA is to train the new boots fresh out of cryogenics. Some may be unable to walk, use their hands, or even speak. The easiest way to identify fresh marines are by checking their rank. New marines that have just started playing (less than 9 hours of playtime) will be ranked E1 “Private”. It's important you do what you can to get their attention and inform them of any controls and actions they may not know about. Once they have the basics down you should take them through prep and teach them how to fire a weapon. Additionally, you may teach them how to treat their own wounds, reload, use a boot knife, go through requisitions, and deploy.

Advising the Crew

If you end up with some downtime where there aren't any new crew to train, you can go ahead and check out the other departments to see how well they are functioning. Always be on the lookout for people that may need help with their department, and try to teach old dogs new tricks wherever possible. This is also a good opportunity to rustle some feathers and tell the enlisted to shape up and follow regulations. As you are the SEA, you live and breathe regulations by the book. It is your life's work.

Morale on the Field

Finally, as the SEA you have the ability to deploy and bark out morale-boosting insults like the old man (or woman) you are. You have a good set of leadership and defensive skills that allow you to move around the base of operations on the field in order to provide support. Just as you would on the ship, this is also a great opportunity to tell marines to police their moustaches and put their armour on. You have every right to be on the FOB to act as a figurehead morale booster, however, the line is drawn at seeking combat and leading charges because that's not what the point of the role is. Do not leave the FOB, you are not a combat role and should the situation on the surface become dangerous, you are to return to the ship. You cannot be ordered to deploy against your will, barring to aid construction efforts of the FOB when teaching new engineers.

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 character's leadership skill is, an example being that the Commanding Officer's order will last longer than a Squad leader's order. The leadership skill also determines the intensification of the ability, the higher it is, the more intense the effects of the order 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.

Equipment

Surplus Vendor.png ColMarTech SEA Equipment Rack Surplus Vendor.png Standard EquipmentBeltPouchesCombat ArmorAccessoriesHeadwear Equipment: Description:

Jumpsuit.png Officer Uniform A dress uniform typically worn marines of the USCM.

Combat gloves.png USCM Combat Gloves Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.

Command headset.png

Headset

Issued only to senior Marine command staff. Channels are as follows: :v - marine command, :p - military police, :a - alpha squad, :b - bravo squad, :c - charlie squad, :d - delta squad, :e - engineering, :m - medbay, :u - requisitions, :j - JTAC, :t - tactics

Fancy satchel.png Satchel A very fancy satchel made of fine leather. It's got a lock on it.

Boots.png USCM Combat Boots Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.

Additional Rules

The SEA should not show how to make chemical grenades or tell a doctor how to mix special chemicals. You can offer verbal support for basic doctor things IE: making in-character references to a surgery manual and sending them the wiki in (LOOC) If officers need help learning overwatch or OB, make sure the Executive Officer is aware, and remember you are still an Enlisted person, so we expect you to roleplay properly when dealing with Officers. You don't go all Gunnery Sergeant Hartman/FMJ on an officer. Civvies are technically under the purview of the Consultant, who basically does an equivalent job to yours for civilians, but you can always offer advice at your discretion.

You cannot be deputized to perform policing; only in an emergency with no MPs on the server should you detain a marine. Call for MPs if you see someone breaking marine law.

Remember that Civilians and non-Military personnel share this ship with you and your Marines, and that with the exception of Martial Law being declared, you and they are responsible for policing the actions of Marines only. Specifically, don't do the Head of Security's job.

games/sc13/crew_positions/senior_enlisted_advisor.txt · Last modified: 2022/07/23 11:43 by wizardofaus_doku

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