Epsilon-11 Combat Engineers
- The minimum rank to join Combat Engineers is Private and is not able to be lowered. -
The Combat Engineer Division is a group of specially trained individuals who excel in fortifying locations and containment chambers, along with engineering and repair. They also do field work on the surface, setting up outposts in key areas to deter hostile forces. They are a key figure in keeping Epsilon-11 in the fight by supplying armor to anyone in need.
Combat Engineers Chain of Command
In order:
Epsilon-11 High Command (Overseer of Combat Engineers / OCE)
- Blackout -
Head of Combat Engineers (HCE)
- TBD-
Deputy Head of Combat Engineers (DHCE)
- TBD -
Director of Combat Engineering (DoCE)
- Mythic -
Combat Engineering Officer (CEO)
Combat Engineer (CE)
Apprentice Combat Engineer (ACE)
Equipment
Combat Engineers are equipped with a AA-12 Auto Shotgun and a RPD Light Machine Gun They are also equipped with a flashbang, and smoke and frag grenades. The final addition to their kit is an armor kit. All Espilon-11 Combat Engineers are also capable of spawning in armor charges under the F4 menu.
Combat Engineer Rules
Any structure built must allow for 2 people side by side to walk through.
You are not allowed to build while in combat.
Do not use excessively large props or obnoxious materials.
Do not minge with your building permissions.
All builds must follow the laws of physics. No floating props.
Combat Engineers CANNOT enter D-Block without Zone Manager+ perms.
Ensure your builds do not create an unfair advantage like head glitching or other similar glitches
Listen to higher ups and follow Chain of Command (CoC)
You must have your CE rank in your name while on the job (e.x. MTF E11 CE PVT Goat)
CE can assist Maintenance on repairs only if no other utilities are available. They can also assist Nu-7 Field Experts normally.
CE can NEVER buy medkits or medical charges from the armory
Building
Combat Engineers are allowed to build inside and outside of the facility at their discretion. They are allowed to build outposts, checkpoints, and general defenses in appropriate areas to boost site security.
You are allowed to build an RDM arena on top of the E-11 building at your discretion. It is advised to build one when E-11 have nothing to do or start killing each other for fun. The arena can be built outside the E-11 Base or on top of the E-11 building
Within the foundation a total of 5 props can be placed within the line of sight of each other, this includes through doors. Each build on the surface has a limit of 20 props.
BUILDING IS A PRIVILEGE AND IS NOT TO BE ABUSED BY ANYONE. ABUSING YOUR BUILDING PERMS WILL RESULT IN REMOVAL AND A DNT FOR COMBAT ENGINEERS .
Armor Repair
Every Combat Engineer is equipped with an armor kit to repair the armor of any foundation personnel. You are able to buy more armor charges in the F4 menu. There are no restrictions to who and where you can give armor. The armor kit will automatically stop when the person's armor has reached their max.
Repairing
You are allowed to repair containment chambers and site systems when maintenance are unable to do so. Doors can be repaired by holding E until the durability bar starts filling. When repairing follow the rules below:
You must request maintenance to come fix any broken door or site system via /maint comms. If they do not respond in three minutes you may begin to repair the door. The only exception to this rule is the site is in immediate danger and needs repairs in order to function.
In order to repair any doors or systems with a broken sign, you must request a staff member (by pressing the F11 button). After the staff has teleported to you, you must roll a 50+ in order to fix the door or systems.
Preventing Breaches
Certain SCPs require Maintenance personnel in order to prevent their self breaching. If one of these SCPs is breaching its containment chamber, you must follow these procedures:
If SCP-079 is self breaching, you must go to his cell and advert “SCP 079 SHORT CIRCUIT”, then do a roll off with him. This can only be done every 5 minutes. If SCP-079 is already breached, you must go to the electrical room in EZ and follow the same procedure.
If SCP-280 is breaching, it can be stopped by repairing the flickering lights. Flickering lights can be fixed by rolling a 60+.
SCP-096, 106, and 173’s self breaching can be stopped by pressing E on their decaying doors. Chat will say whether or not the door was repaired.
Entering Site
Combat Engineers of the rank of CEO+ have granted clearance to enter the site on codes Blue and Yellow to assist Maintenance in their duties. While on site during the designated codes, Combat Engineers can but are not limited to:
Escorting and assisting Maintenance personnel, mainly escorting lower ranking Maintenance members into HCZ/EZ.
Setting up Armor FOBs to replenish the armor of site personnel.
Maintaining and inspecting the integrity of checkpoints and other builds
The following rules must be abided by at all times while on site during codes Blue and Yellow:
When entering site, you must say via /site comms “E-11 Combat Engineers have entered Site-04u to assist with foundation maintenance.”
While on site you must stay stationed in the Maintenance side of LCZ. You are allowed to enter D-Block intersection, however, you can only enter the area if you are replenishing the armor of combatants. YOU CAN NOT stay in D-Block intersection to kill D-Class, you are only allowed to kill D-Class if they pose a direct threat to you or others.
You have full access to EZ and LCZ, and you should only be in HCZ if you are escorting Maintenance or repairing.
If you are inspecting checkpoints, you must roll for whatever you are inspecting. Successful rolls are a 50+. If the builder of the checkpoint does not want their build to be inspected, you must listen to them.
Body Groups
While on the Combat Engineer Job, must use the Exoskeleton and armor 3 bodygroups.
Building Map
When building on the surface, you must follow the building map below.
Green = Epsilon-11 allowed building territory
Red & Orange = No building Zones
Yellow = Can only build there if MTF is raiding for the Fluence
Non Bordered Areas = Free Range to build