Полевой Техник: различия между версиями

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|imagebgcolor = lightgrey
|imagebgcolor = lightgrey
|img = USCM_Squad_Engie.png
|img = USCM_Squad_Engie.png
|jobtitle = Combat Technician [[File:Squad_engineer_icon.png]]
|jobtitle = Combat Technician [[File:Combat Technician icon.png]]
|difficulty = Medium
|difficulty = Medium
|rank = Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]
|rank = Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]

Версия от 02:55, 20 марта 2025

MARINE
Combat Technician
Сложность: Medium
Руководители: Squad Leader
Звание: Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]
Обязанности: Set up defenses, babysit big guns, open doors and spam barbed wire.
Руководства: Construction, Guide to Engineering
Условия для получения: One hour as any squad role.
Описание:
|__________|
You have the equipment and skill to build fortifications, reroute power lines, and bunker down.
Your squaddies will look to you when it comes to construction in the field of battle.
|__________|


But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they'll come in handy. ―Corporal Hicks, Aliens

As a Combat Technician, your main goals will be fixing power, getting through doors, and setting up fortifications for a FOB (Forward Operating Base) that'll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.

Combat Technician

You'll have two different playstyles you can experiment with. One, as a FOB building and Utility Technician, who sets up defences and makes sure power is running. The second way to play technician is to be a Combat Technician, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively.


Файл:Surplus Vendor.png Automated Closet Файл:Surplus Vendor.png

Equipment: Description:

USCM Marine Uniform
A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.

USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.

M10 Technician Helmet
A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20


USCM Combat Gloves
Standard issue insulated marine tactical gloves.

USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.

MRE

Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Armor: Description:

M3-L Pattern Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
Stats:

Armor Melee = 15

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 25

Armor Slowdown = 0.35

M3 Pattern Marine Armor

Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.


Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

M3 EOD Pattern Heavy Armor

A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats.
Extended Lore:

This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time.

Stats:

Armor Melee = 25

Armor Bullet = 35

Armor Bomb = 35

Armor Internal Damage = 25

Armor Bio = 20

Armor Slowdown = 0.75

Backpack: Description:

H5 Pattern M2132 Machete Scabbard

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.

Technician Backpack

A standard-issue backpack worn by USCM technicians.

Has to be held in one hand to access items inside. Holds 7 normal size items.

Technician Satchel

A heavy duty chestrig used by some USCM technicians.

It is standard gear for most of the USCM. Holds 5 normal size items.

L44 M37A2 Scabbard

A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.

Technician Welderpack

A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refuelling and use.

Has to be held in one hand to access items inside.

Holds 7 normal size items and 260 units of welder fuel.

Technician Welder-Satchel

A specialized satchel worn by USCM technicians and engineers. It carries two small fuel tanks for quick welder refueling and use.

Holds 4 normal sized items. Contains 100 units of fuel.

Шаблон:M276 pattern ammo load rig
Belt: Description:

G8-A General Utility Pouch
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items.

M276 Pattern General Pistol Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.

It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the Executive Officer.


M276 Pattern M39 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.

M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.

M276 Pattern M82F Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.

Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.

M276 pattern mortar operator belt
A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.

Holds 4 mortar shells of any kind and reserves a slot for a pistol.


M276 Pattern M40 Grenade Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.

It is the standard rig for Frontline Grenadier Kits.


M276 Pattern Toolbelt Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by technicians to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.
Pouch: Description:

Construction Pouch
Designed to holster construction materials.

First-Aid Pouch(Refillable Injectors)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a medical vendor on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:


Bicaridine

Kelotane

Tramadol

Emergency Autoinjector

First-Aid Pouch(Splints, Gauze, Ointment)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the ColMarTech Automated Closet.It contains the following:

Ointment

First-aid autoinjector

Gauze

Splints


First-Aid Pouch(Pill Packets)
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Comes with two packets of 4 pills. One containing Tricordazine and the other with Tramadol. It is one of the pouch options of the ColMarTech Automated Closet.

It contains the following:

Ointment

Tramadol pill packet

Tricordazine pill packet

Gauze


Electronics Pouch (Full)
Designed to hold all your electronic needs as a technician. Issued to Combat technicians, or found inside the ColMarTech automated armaments vendor in Requisitions.

Contains 6 slots.

Circuitboards

Powercells


Explosive Pouch
Container designed to hold up to three grenades or other explosives

Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.

Large Pistol Magazine Pouch
Pouch able to hold pistol magazines.

Magazine Pouch
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots.

Shotgun Shell Pouch
A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Holds 5 slots.

Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.

Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.

Tools Pouch (Full)
Designed to hold all your different types of tools.
Accessories: Description:

Shoulder Holster

A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective.

Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.

Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.

Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.

Drop Pouch
A convenient pouch to carry loose items around. Able to hold 2 large items.
Mask: Description:

Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.

Heat Absorbent Coif
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.

Part of the marine uniform on snow planets.


Automated Equipment Rack

Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.

Equipment: Description:

Plastique Explosive
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 5 meter radius.


Requires the Trained level of engineering to plant C4.


Sandbags x25
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.

Metal x50
Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.

Plasteel x40
A forty (40) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.

High Cap Power Cell
Used for powering various devices that require power. 10,000W.

Entrenching Tool
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.

Light Replacer
Can be used to instantly replace broken lights with fresh new ones. Limited charges.
Structures: Description:

UA 571-C Sentry Gun
The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.


Ammunition:

M30 Ammo Drum (10x28mm Caseless)

Contains five hundred (500) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.

UA 42-F Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.


Ammunition:

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.

21S Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Tesla Coil in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Tesla Coil to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the Tesla Coil, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the Tesla Coil to disassemble it for pickup.

JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Flag in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Flag to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the Flag, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the Flag to disassemble it for pickup.
Sentry Upgrade Kit

Cost: 15 Points
Allows the combat technician to upgrade their chosen handheld defense into the below upgrades:
Handheld Defense Upgrades:

UA 512-M Mini-Sentry

The Mini-Sentry Gun is the smaller brother of the normal one. It automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire.

The mini-sentry has a 135 degree firing arc, 5 tile range and a rapid fire rate. Has 500 bullets.


Stats:

Firerate: 400 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:

M30 Ammo Drum (10x28mm Caseless)

Capacity: 500

Damage: 12

Max Range: 22

Fall off: 0

Penetration: 36

Punch: 0

Contains five hundred (500) 10x28 caseless rounds.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).

UA 12 Shotgun Sentry

The Shotgun Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its short range however leads to it being a very close range sentry gun.

The shotgun sentry has a 135 degree firing arc, 2 tile range and a low fire rate. Has 50 buckshot shells.


Stats:

Firerate: 24 RPM

Base Accuracy: 27

Range: 2 Tiles

Ammunition:

12G Buckshot Drum

Capacity: 50

Damage: 60 x 4

Max Range: 4

Fall off: 3

Penetration: 0

Punch: 0

Contains fifty (50) buckshot shells.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).

UA 725-D Sniper Sentry

The Sniper Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its longer range allows it to cover long flanks without the need for marine presence to back it up.

The sniper sentry has a 135 degree firing arc, 10 tile range and a low fire rate. Has 500 bullets.

Stats:

Firerate: 48 RPM

Base Accuracy: 21.6

Range: 10 Tiles

Ammunition:

M30 Ammo Drum (10x28mm Caseless)

Capacity: 500

Damage: 60

Max Range: 22

Fall off: 0

Penetration: 36

Punch: 0

Contains five hundred (500) 10x28 caseless rounds.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).

UA 55-FA Assault Sentry Flamer
The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't.

The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel but burns up faster.

Stats:

Firerate: 20 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:

Sentry Incinerator Fuel Tank

A fuel tank of usually Ultra Thick Napthal Fuel, a sticky combustible liquid chemical, used in the UA 42-F. Contains 100 units of fuel.

This one burns up faster.

Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).

UA 45-FM mini sentry
The Mini Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn't.

The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slightly faster fire rate. Has 100 units of fuel.

Stats:

Firerate: 60 RPM

Base Accuracy: 27

Range: 5 Tiles

Ammunition:

Sentry Incinerator Fuel Tank

A fuel tank of Ultra Thick Napthal Fuel, used in the UA 45-FM. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).

UA 60-FP Plasma Sentry
The Plasma Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the phosphorus that lingers doesn't.

The flamethrower sentry has a 135 degree firing arc, 10 tile range and a very slow fire rate. Has 100 units of fuel.

Stats:

Firerate: 8.5 RPM

Base Accuracy: 21.6

Range: 10 Tiles

Ammunition:

Sentry Incinerator Fuel Tank

A fuel tank of compressed Ultra Thick Napthal Fuel, used in the UA 60-FP. Contains 100 units of fuel.
Deployment and Maintenance:
How To Deploy It:
  • Activate the sentry gun in your hand. The tile in front of your character must be in an open space.
  • Simply click on the sentry gun to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the sentry, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup. (Must be above 50% health).

21S Overclocked Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.

This one is overclocked, which will deliver a much stronger zap, stunning as well as temporarily disabling their actions and abilities.

Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).

25S Mini Tesla Coil
A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they'll be zapped and disabled.

This one is weaker which will deliver a much weaker zap but recharges faster and only slows down the targets.

Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).

Extended JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 11x11 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).

Warbanner JIMA Planted Flag
A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Move, Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it.
Deployment and Maintenance:
How To Deploy It:
  • Activate the Defensive Structure in your hand. The tile in front of your character must be in an open space.
  • Simply click on the Defensive Structure to turn it on.

Maintenance:

  • Wrench for anchoring/unanchoring the Defensive Structure, making it moveable.
  • Welder for repairing.
  • Use the Security Access Tunner (multitool) on the Defensive Structure to disassemble it for pickup. (Must be above 50% health).


Equipment: Description:

Airlock Electronics
Cost:2 Points
Used in the construction or maintenance of a door.

APC Circuit Board
Cost:2 Points
Used in the construction or maintenance of Area Power Networks (APC).

Entrenching Tool
Cost:2 Points
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.

High Capacity Power Cell
Cost:3 Points
Used for powering various devices that require power. 10,000W.

Metal x10
Cost: 5 Points
Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.

Plasteel x10
Cost:7 Points
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.

Plastic Explosive
Cost: 3 Points
C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 5 meter radius.


Requires the Trained level of engineering to plant C4.


Breaching Charge
Cost: 5 Points
An explosive device used to break into areas while protecting the user from the blast as well as deploying deadly shrapnel on the other side.

Range Finder
Costs:10 points
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu

Laser Designator
Costs:15 points

A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
Tactical Binocular Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
  • CAS Mode: After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.

Sandbags x25
Cost:10 Points
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.

Super Cap Power Cell
Cost:10 Points
Used for powering various devices that require power. 20,000W.

Welding Goggles
Costs:5 Points
A pair of Welding Goggles. Goes on the eyes slot.

ES-11 Mobile Fuel Canister
Cost: 4 Points
A robust little pressurized canister that is small enough to fit in most bags and made for use with welding fuel.
Note:You have 45 points to spend on additional items.
Weapon: Description:

M40 HEDP High Explosive Packet

Contains three HEDP high explosive grenades.

Costs 18 points.

M40 HIDP Incendiary Packet

Contains three HIDP incendiary grenades.

Costs 18 points.

M40 HPDP White Phosphorus Packet

Contains three HPDP white phosphorus grenades.

Costs 18 points.

M40 HSDP Smoke Packet

Contains three HSDP smoke grenades.

Costs 9 points.

M74 AGM-Frag Airburst Packet

Contains three AGM-F airburst grenades.

Costs 18 points.

M74 AGM-Incendiary Airburst Packet

Contains three AGM-I incendiary grenades.

Costs 18 points.

M74 AGM-SmokeAirburst Packet

Contains four AGM-H hornet grenades.

Costs 10 points.

M74 AGM-Hornet Airburst Packet

Contains three AGM-S smoke grenades.

Costs 20 points.

M20 Mine Box

Contains five claymores. Can also be acquired via Requisitions or asking a Combat Technician if they have spare.

Costs 18 points.

M40 MFHS Metal Foam Grenade

Contains one MFHS metal foam grenade.

Costs 5 points.

Magazine: Description:

M39 Armor Piercing Magazine
Costs:6 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.

M39 Extended Magazine
Costs:6 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.

M41A Armor Piercing Magazine
Costs:6 points
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.

M41A Extended Magazine
Costs:6 points
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.

M4RA Armor Piercing Magazine
Costs:6 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
Note:You have 45 points to spend on additional items.
Weapon: Description:

VP78 Pistol

Шаблон:VP78 Guncase

Costs 8 points.

SU-6 Smartpistol

Шаблон:Smartpistol Guncase

Costs 12 Points.

M240 Incinerator Unit

Шаблон:Incinerator Guncase

Costs 12 Points.

M41AE2 Heavy Pulse Rifle

A restricted weapon case containing the M41AE2 Heavy Pulse Rifle, A large squad support weapon capable of laying down sustained supressing fire from a mounted position.

M41AE2 Heavy Pulse Riflel

M41AE2 Ammo Box

M41AE2 Holo-Targeting Ammo Box

Costs 18 points.

M79 Grenade Launcher

Шаблон:M79 Guncase

Costs 24 points.

M56D Heavy Machine Gun

Шаблон:M56D Guncase

Costs 24 points.

Note:You have 45 points to spend on additional items.
Extra Items: Description:

SensorMate Medical HUD
Costs:12 points

Шаблон:Sensormate Description The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses).

Roller Bed
Costs:5 points

Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
  • You can attach a body bag or a stasis bag onto a roller bed for faster transportation
  • To fold it, drag it to yourself when not occupied

Fulton Device
Costs:5 points

A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.

B12 Pattern Armor
Costs:24 points

A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.
Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 25

Armor Slowdown = 0.55

M4 Pattern Armor
Costs:30 points

A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by Fireteam Leaders and Intelligence Officers.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.55

Large General Pouch
Costs:6 points

A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.

Sling Pouch
Costs:6 points

Keeps a single item attached to a strap.

Large Magazine Pouch
Costs:4 points

Holds two M240-pattern napalm tanks.

Large Magazine Pouch
Costs:6 points

Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.

Contains 4 slots.

H6B pattern M2132 machete scabbard
Costs:8 points

A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.

Mini Extinguisher
Costs:3 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.

Motion Detector
Costs:8 points

The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).


Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.

Whistle
Costs:3 points

A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.

JTAC Pamphlet
Costs:15 points

A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.

Powerloader Certification
Costs:45 points

A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.

Large Shotgun Shell Pouch
Costs:10 points

A large shotgun shell pouch. It can contain more handfuls of shells, or bullets if you choose to for some reason.

Contains 7 slots.

M276 Pattern Combat Toolbelt Rig
Costs:15 points

The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.

Holds 5 slots for tools and the 6th slot is reserved for a sidearm.


Equipment and Gear

Metal and Sandbags

At round start, there are 30 plasteel sheets and 50 metal sheets in your essential technician kit. Plasteel is an expensive but very resistant material at your disposal. More can be purchased at your equipment closet or as supplies start trickling in through the ASRS, you may be able to acquire more. Don't hoard loads of building supplies otherwise you might find fellow Combat Technicians unable to perform their jobs, and if you are captured or die with a lot of supplies, they will likely be gone from the round.

Linking Plasteel Barricades

You can link plasteel barricades together with a crowbar. This is can used for making a gate for more marines to fit through. It requires at least 2 plasteel barricades facing the same direction and same state (Open/Closed) in order for it to work. Sometimes barricades may be moved or repositioned, and the person doing it may wrench them in place but forget to close the protective cover with their screwdriver. If you ever use your crowbar on a plasteel barricade and do not get the prompt that the barricade is ready for linking, check with your screwdriver (or Shift+Click to examine).

In the field

Power and T-Comms

Upon the first deployment, you are likely to be tasked to either fixing the Power, fixing the Telecommunications Tower or FOB duty.

Overcoming obstacles

  • Use a crowbar to pry open powered down doors.
  • Hack doors to open previously locked passageways. If a door is not powered, but is bolted (Solid yellow lights on the door), you will have to restore power to the door before it will open.
  • C4 doors/walls if you don't have time to hack/deconstruct.
  • Disassembling windows (->->) and window frames ()


Lighting up the place

  • Fix the APC's and replace broken lights with the light replacer along the way as you advance.+
  • Fixing lights is (in my opinion) one of the most powerful tools the combat technician has at his disposal. Without lights, anybody passing between the front line and the landing zone is walking through dark passages, and most of the time the people doing this are medics with a wounded ally.


Floodlight Repair

While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch ), the aliens will have most likely broken floodlights around the place which you'll need to fix. To fix a floodlight you'll want to use the following steps:

= Screwdriver -> Crowbar -> Welder -> Cable Coil -> Screwdriver

  • Emergency Floodlights can be unwrenched and be moved around.


Deploying your defensive structure

When you hit the field, you'll be needing to place your defensive structure down in order to have it either man the flanks or aid the marines in combat. Simply take the defensive structure in your hand and click on it while it's in your active hand. Make sure the tile in front of you is empty and clear. Once deployed, make sure you click on the defensive structure again to turn it on, and lock it via the right-click menu or a verb in the "Object" tab if you want to prevent non-technicians turning it off. You can easily pick it up with a Security Access Tuner as long as it is in pristine condition. If it has been damaged, simply use a welder to repair it. You can also unanchor it to move it around without needing to pick it back up again with a Wrench .

Using the Sentry Laptop

Once you've deployed your sentry of choice, you may also set up a sentry laptop - available from Requisitions or your preparation room, alongside unique encryption keys. To connect it to your sentry, use your Security Access Tuner on the laptop, then click on the sentry gun with the same Security Access Tuner to connect it. Multiple sentries can be connected to the same laptop.


When deployed and interacted with after linking, you may toggle the IFF settings of the sentry to control who it will NOT fire upon, ranging from avoiding USCMC + WY personnel, USCMC personnel, or all humanoids, and you may use it as a camera with the same view range as a human. Additionally, when engaging a target, the sentry will send a report over a radio, which you can hear using the unique encryption keys that come with it.

Make use of vendors

  • Use a wrench to move useful vendors like medical vendor to a FOB then hack them to allow medics and marines to vendor the items.

Securing flanks/supply route

It's crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics, and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply might be limited under certain circumstance so you can't barricade all the way; instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learned that can Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they can potentially block bullets as well, resulting in a potential cover for aliens.

Your flanks are a vital part of your frontlines, FOBs and supply lines. The enemy will always try to find a way to breach your vulnerable locations and pick off your fellow team mates. If you think they can breach into your vulnerable flanks or supply lines, secure it.

In the Front

This is where the combat technician shines and determines whether or not the marines will gain a foothold or be routed after their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all.

  • Build the barricades inward for more firing space and bigger kill zone
  • Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat)
  • Distant the barricades to enemies' nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat
  • Build the barricades with marines standing one tile behind in mind


Barricade Layout: Description:
The original barricade line makes a small chokepoint which can't effectively utilise the full power of the marines in the area; to fix this the barricade defence could've been constructed on the red line to allow for additional marines to fire or even further back on the blue line to use the xenos cover against them and create a two tile chokepoint that will expose them to more gunfire, while also keeping the defending marines at a safe distance.


✔ Large kill zone.

✔ Forces the enemy to walk past a choke, Exposing them to more fire on their attempted exit

✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push)

✔ Marines standing one tile behind the barricaded position so they can't be slashed but can still hold the barricade itself.

This is an example of what not to do when constructing a barricade position.

By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat.

This is an example of what you should do when constructing a barricade position.

By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through.


Frontline FOB/Outpost

A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn't need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted.

Secured barricade line

Build at a choke point, apply the principles, and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind.

Unsecured barricades

Mostly seen when you want to build a secured barricade line but ran out of plasteel, so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines' push, you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile.

Barricade as marines push

Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it's much safer to build it just behind the front then move them to the front (See this table for how to move barricades).

Robotic limbs repairing

Target the damaged limb while on assist intent and use:

  • Blowtorch for brute damage.
  • Cable coils for burn damage.


FOB Duty

As a Combat Technician on FOB duty, you'll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand. To make a good FOB, you'll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is a difference between losing the round and holding off long enough to make a push back and finally win the round.

The Construction page will have everything you need to construct a FOB, from wooden barricades to plasteel barricades. It also includes many other helpful things for a combat technician to build around the FOB, or elsewhere.

Principles

Ghost and see where isn't vital after FOB has fallen
One breach is all it takes
One is enough
Fancy and bad
Too close together, boilers will hit them all at once

You don't always need a mega FOB

LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, ambush xenos are likely to focus on marine's unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to secure flanks/supply route.

Barricade where enemy can't bypass

While Xeno will try to flank you, your job is to make them a hard time to do so. If you build barricades where they don't matter (not part of the supply route/no marine will be there), you will do Xenos a favour, as there will be fewer defences where it does matter.

It is the weakest point that matters

It doesn't matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.


Use materials wisely

Plasteel is expensive, $4,000 for 30 plasteel (3 doors) vs. $2,000 for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line.

A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g., Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and want to keep Runners out? Metal barricades with barbed wire. And try to save materials by

  • Use blowtorch on the vents/doors. ( Flip down before you start.)
  • Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays don't block Runner).
  • Then build barricades behind them if it's high threat and if you can spare the supplies.


Putting cades close together isn't usually a good idea

Boilers can gas cades in either a 5x5 or 3x3 square, putting cades closer than 3 tiles together is asking for a trapper to shoot both at once. Ideally you always need a 3 tile gap - one tile of empty space for HMGs, one tile for defenders to stand on/sentries/combat technicians to weld from so that they can't get slashed, and another line behind that for people to move around in. This will also allow for a proper evacuation of the cadeline in case of boiler attack.


FOB Construction Quick Tips

Barricade Placement

Barricade Placement Description

This is an example of what not to do when constructing a defensive position.

In the picture on the left, you'll see that the aliens can hit the barricade without being shot due to its forward position and as such the alien will be able to break through and kill that marine with ease.

This is an example of what you should do when constructing a defensive position.

To rectify the above barricade placement errors you'll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot aliens who are attacking them.


Barbed Wire

Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.

Barbed Wire Tactics Description
In the picture you'll see that the combat technician was killed due to the alien being able to pounce over the barricade.

Due to the combat technician placing barbed wire onto the barricades the alien was unable to jump over.


FOB Space

How To: Fob Space Description

This is an example of what not to do when constructing a defensive position.

In the picture you'll see that the FOB has very little space for the marines to move around in which will lead to:

  • Friendly fire.
  • Shuffling of positions.
  • Preventing wounded marines from entering.
  • Hindering the movement of supplies.

This is an example of what you should do when constructing a defensive position.

In the picture you'll see that the FOB has ample space to move which means:

  • The reduction of friendly fire.
  • Less shuffling of positions.
  • Ease of access for wounded traffic.
  • Free movement of supplies.


Fixing Breaches in Defences

Fixing Defensive Breaches Description

This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.

In the picture you'll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly and will give you less time to react if multiple Aliens decide to push the defensive line.

This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.

In the picture you'll see that it shows the optimal way of repairing a breach in your defenses if Aliens are nearby.

To perform this fixing maneuver, you'll want to:

  • Build (or unsecure for redeployment) a barricade a few tiles back,
  • Screwdriver the freshly built barricade,
  • Wrench it, to allow it to be moved,
  • Pull the barricade (Ctrl + Click or open up the right click menu) and then pull it to the tile below you (By clicking on the tile), and then finally the breached tile as demonstrated in the photo.
  • Wrench then screwdriver the barricade to secure it again.


This will force the aliens to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it's weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.


Misc. FOB tips

Fob Tips Description

In the picture you'll see that it demonstrates that windows, even if reinforced, are not an acceptable replacement for a line of all-American steel barricades.
Windows as a defence:

  • Provides no firing lines
  • Weak

In summary, avoid using them as a defence.

If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don't block the plasteel barricades. And if you can make a secured cade line, make one, checkerboard barricades do nothing to hinder the aliens' attack.

Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't heavily damaged, you'll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades. Note that if a barricade is too damaged, you will be unable to fix it.

Each time you repair a barricade, it will consume one unit of welder fuel.

Align the plasteel barricades to reduce traffic jam.

Place the plasteel barricade at the side reduce the chance retreating marines blocking defensive fire. It also avoids two marines getting in the way of each other when both are exiting/entering.

Maze-like barricades serve no purpose as Xeno will not follow the corridor, they will slash them down with no regard yet marines will surfer traffic jam. Instead, align the exit with plasteel.

Fortifications of the Trade

Fortification Material Function

Hand Rail
2 Metal A handrail to ward off any intrusions into unwanted areas. Provides very little cover without reinforcing it. To reinforce the handrail, simply add 1 metal sheet to it and weld it.

To remove reinforced plate : , To unsecure: (To secure: ), Deconstruct: ->


Snow Barricade
3 Snow Piles A very weak barricade constructed from snow piles with a snow shovel. It's better than thin air at least.

Deconstruct: Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged).


Wood Barricade
10 Wooden Planks Used for a hasty defense against aliens. Mostly seen prespawned. Can be repaired with additional wooden planks at any damaged condition.

Deconstruct: Bash the wooden barricade to break it. Give back 3 wooden planks .


Metal Barricade
4 Metal The most common among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged.

To unsecure: -> (To secure: -> ) Deconstruct: -> ->

To upgrade a barricade, click on one with 2 metal sheets, a window will prompt open in which you select the upgrade.


Metal Barricade Reinforced
2 Metal An upgraded version of the metal barricade. This one can take much more damage from bullets and slashes. Can be repaired with a blowtorch if not overtly damaged.

Metal Barricade Bio-hazard Resistant
2 Metal An upgraded version of the metal barricade. This one can take much more damage from acids and fire. Can be repaired with a blowtorch if not overtly damaged.

Metal Barricade Explosion Resistant
2 Metal An upgraded version of the metal barricade. This one can take much more damage from explosive sources with no downside. Can be repaired with a blowtorch if not overtly damaged.

Sandbags
5 Sandbags Dig up dirt with an entrenching tool to fill up the empty sandbags. A fast fortification to field and can built by any marines. You can construct a sandbag barricade with any amount (maximum of 5) from a stack. The more you have in a stack, the stronger it becomes but if you deploy a sandbag with less than the maximum, the weaker the sandbag's maximum health will be. More sandbags can be added to a weaker one until it reaches full strength. Relatively cheap (20 points for 50 empty sandbags). Can be repaired by using filled sandbags.

Deconstruct: Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged).


Plasteel Barricade
8 Plasteel Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged.

To unsecure: -> (To secure: -> ) Deconstruct: -> ->


Folding Metal Barricade
6 Metal A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path.

Barbed Wire
1 Metal Can be added to barricades prevent them from being pounced and climbed over. Damages mobs that melee attack without a weapon. Deconstruct: Use wirecutter to remove Barbed Wire from barricade.

Wall
12 Metal Used to fully block off an area. See Guide to construction for how to construct and deconstruct.


Your Skillset

Мастер
Элита
Эксперт
Специально обученный
Обученный
Ближний бой Выносливость Fireman Carry
Мастер
Эксперт
Специально обученный
Обученный
Медицина Хирургия
Мастер
Эксперт
Специально обученный
Обученный
Строительство Инженерия JTAC Лидерство Транспорт
Специально обученный
Обученный
Огнестрельное оружие Полиция? Погрузчик Рукопашный бой Пилотирование Быт Intel?
Обученный
Исследование Навигация Execution?
Обученный
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