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		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=34210</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=34210"/>
		<updated>2024-11-02T18:42:48Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Major / Lieutenant Colonel (CO Council) / Colonel (CO Senator) &lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|unlock = [https://forum.cm-ss13.com/w/commanding-officer-application Commanding Officer Whitelist].&lt;br /&gt;
|duties = Lead your company and complete the mission.&lt;br /&gt;
|guides = [[Marine Law]] ; [[Commanding Officer Code of Conduct]]&lt;br /&gt;
|description = You are the Commanding Officer of the USS Almayer and the Commanding Officer of the operation. Your goal is to lead the Marines on their mission as well as protect and command the ship and her crew. Your job involves heavy roleplay and requires you to behave like a high-ranking officer and to stay in character at all times. As the Commanding Officer your only superior is High Command itself. You must abide by the [[Commanding_Officer_Code_of_Conduct|Commanding Officer&#039;s Code of Conduct]]. Failure to do so may result in punitive action against you..&amp;lt;br&amp;gt;Godspeed, Major !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]]. You have been tasked with the mission to investigate an automated distress beacon from a Weyland-Yutani Colony. Your mission is to command the Marines to conduct a Search and Rescue and to eradicate the hostiles on the colony. --&amp;gt; &lt;br /&gt;
=Your History=&lt;br /&gt;
During a typical round, the [[USS Almayer]] has been tasked with investigating an automated distress beacon from a colony in the Neroid Sector. Your mission is to command the Marines during a Search and Rescue operation, as well as eradicate any hostiles on the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the events of a typical round of Colonial Marines, you are a recently-assigned Commanding Officer of the USS Almayer as of August 25, 2182, for less than an year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether you were the previous Executive Officer of the [[USS Almayer]], a disgraced officer assigned to a backwater transport, or the most recent unfortunate &#039;shoe-in for what some might&#039; consider a cursed position; for whatever reason you are now in charge of the lives of everyone onboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck.&lt;br /&gt;
=Your Personnel=&lt;br /&gt;
&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marines&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Hospital Corpsman|Hospital Corpsmen]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Combat Technician|Combat Technicians]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Weapons Specialist]]&#039;&#039;&#039;, 2 &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and numerous &#039;&#039;&#039;[[Rifleman|Riflemen]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are assigned the duty to perform arrests on those that break [[Marine Law]] and to protect you and your crew from any hostile threats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Surgeons, researchers and nurses, their tasks include providing extensive medical assistance aboard the Almayer or in the FOB, creating custom medicine for deploying corpsmen on request, and researching and developing potentially very powerful new medicine, stimulants or lethal chemicals. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]] and [[Maintenance_Technician|Maintenance Technicians]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human, made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders are sensible and do not contradict Marine Law, they will be followed through with efficiency &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by all marines that are awake. It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained or if an area is being flanked or surrounded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important. This system is used only for emergencies, for less pressing matters, you have a fax machine within your private office.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]], this can only be activated during a Delta Alert Scenario such as a hostile boarding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be hijacked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise, the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers can award medals for various marines for their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Your Equipment = &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items to set you apart from the rank and file. &lt;br /&gt;
&lt;br /&gt;
You spawn with either a special issue [[Marine_Equipment#Mateba Autorevolver Special|Mateba]], an extremely powerful auto-revolver, or a [[Marine_Equipment#Vintage Desert Eagle|Desert Eagle]], both powerful enough to knock a Human off their feet. The Commanding Officer also has access to two special prototype weapons the &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; and the M56C Cavalier Smartgun both of which can be found in the Commanding Officers Vendor. Additionally, you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in a wall locker north of the CIC bubble. Finally, you spawn with a pair of laser designators.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#4D86B2; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#4D86B2;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:CO_SG.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56C &#039;Cavalier&#039; Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun&#039;s performance is identical to the standard-issue M56B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M46C.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;, or with the IFF action button at the top. It is compatible to both M41A MK1 and M41A MK2 magazines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Cotablet.png]]The Command Tablet[[File:Cotablet.png]] ==&lt;br /&gt;
&lt;br /&gt;
The command tablet currently has five available functions to its user. These five functions are the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Make an Announcement&#039;&#039;&#039; - Allows the commander to issue announcements away from CIC.&lt;br /&gt;
#&#039;&#039;&#039;Award a medal&#039;&#039;&#039; - [[#Medals| Allows the commander to issue medals away from CIC]].&lt;br /&gt;
#&#039;&#039;&#039;Tactical Map&#039;&#039;&#039; - [[Staff_Officer#Tactical_Map|Allows the commander to see a tactical map of the current operation]].&lt;br /&gt;
#&#039;&#039;&#039;Initiate Emergency Evacuation&#039;&#039;&#039; - Triggers the emergency evacuation, only available on red alert &lt;br /&gt;
#&#039;&#039;&#039;Send a Distress Beacon&#039;&#039;&#039; - Sends an SOS signal from the Almayer that can be received by [[Responders]], only available on red alert&lt;br /&gt;
&lt;br /&gt;
= Provisions = &lt;br /&gt;
As the Commanding Officer of the USS Almayer, you have special provisions the typical Commissioned Officer or Enlisted Personnel do not possess, these include:&lt;br /&gt;
#Battlefield Execute personnel under your command if they have committed crimes that threaten other Marine Personnel, the ship or the operation.&lt;br /&gt;
# Pardon personnel who have committed Major or Minor crimes from the brig.&lt;br /&gt;
#Demote personnel who have committed Major crimes to a junior position in their department &lt;br /&gt;
#Deputise Command Staff or the synthetic to perform arrests if Military Police are not avaliable.&lt;br /&gt;
More Information can be found on [[Marine_Law#Commanding_Officer_Provisions|CO Provisions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Expectations = &lt;br /&gt;
All Commanding Officers of the USCM are expected to abide by the [[Commanding_Officer_Code_of_Conduct|Code Of Conduct]] and [[Marine_Law|Marine Law]] failure to meet these expectations can result in being detained by the Almayers Military Police or a possible demotion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. this could be for a multitude of reasons. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down or fighting them off.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first but remember that you&#039;ve got an always loyal crew of MPs and possibly CIC staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully taser them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving Marine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To receive such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Tech Tree=&lt;br /&gt;
&lt;br /&gt;
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; width:60%&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1.png]]&lt;br /&gt;
[[#Tech Tier 1|&#039;&#039;&#039;Tech Tier 1&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Free (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1 dropship.png]]&lt;br /&gt;
[[#Dropship Budget Increase|&#039;&#039;&#039;Dropship Budget Increase&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see [[Pilot_Officer#Dropship_Part_Fabricator|the dropship fabricator list in the PO&#039;s page.]])&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;12 (+1 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1 dropship.png]]&lt;br /&gt;
[[#Requisitions Budget Increase|&#039;&#039;&#039;Requisitions Budget Increase&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; |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 [https://cm-ss13.com/wiki/Requisitions#Supply_Crates|the supply crates buy list in the requisitions page.]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;15 (+1 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2.png]]&lt;br /&gt;
[[#Tech Tier 2|&#039;&#039;&#039;Tech Tier 2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the second tier of the tech tree. The only tier 2 techs are for  resupplying any and all OB warheads.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;5 (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead inc.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - Incendiary|&#039;&#039;&#039;Additional OB Projectiles - Incendiary&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead cluster.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - Cluster|&#039;&#039;&#039;Additional OB Projectiles - Cluster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead he.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - HE|&#039;&#039;&#039;Additional OB Projectiles - HE&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech Tier3.png]]&lt;br /&gt;
[[#Tech Tier 3|&#039;&#039;&#039;Tech Tier 3&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;5 (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cryorines.png]]&lt;br /&gt;
[[#Wake up Additional Troops|&#039;&#039;&#039;Wake up Additional Troops&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+5 per purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
|execution=1|navigation=1|vehicles=2}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=The Third Fleet=&lt;br /&gt;
&lt;br /&gt;
[[The Third Fleet|The Third Fleet]]&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
*[https://cm-ss13.com/wiki/CO_Council_Rulings Commanding Officer Council Rulings and Clarifications]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CBRN_Response_Team&amp;diff=29908</id>
		<title>CBRN Response Team</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CBRN_Response_Team&amp;diff=29908"/>
		<updated>2024-03-06T04:01:39Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WiP}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #5E6B82&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CBRN_Riflemen.png&lt;br /&gt;
|jobtitle = CBRN Response Team&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = CBRN Squad Leader, FTL otherwise.&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|guides = This page.&lt;br /&gt;
|duties = Make sure to fulfill your mission.&lt;br /&gt;
|description = You are the ultimate chemical, biological, radiological and nuclear hazard response team. Find the highest ranking officer and assess the threat level of the situation. Contain or eliminate any and all CBRN threats with lethal force.&lt;br /&gt;
}} {{Tocright}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
CBRN (Chemical, Biological, Radiological, Nuclear) Marines are a group of specially trained and equipped USCM personnel meant to operate within and quarantine hazardous situations, alongside recognizing and identifying them. &lt;br /&gt;
&lt;br /&gt;
When deployed, CBRN Marines are equipped with specialized MOPP protective gear, which temporarily protects them from the vast majority of known chemical, biological, and radiological threats, as well as being rated for extremely high temperatures. Due to the bulkiness from its excellent and varied protection, the MOPP suit is commonly referred to as a &amp;quot;Moon Suit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Despite their unusual appearance, the CBRN Response Team is made up of marines, and come prepared for combat. They are armed with M41A Mk 1s, M41A Mk 2s, as well as M240A1 and M240-T Incinerator Units.&lt;br /&gt;
&lt;br /&gt;
The CBRN Response Team that arrives on the USS Almayer may be from another unit responding to the situation onboard. As part of the USCM, they are under the command of USCM High Command, but are not part of the Almayer&#039;s chain of command or under the local commanding officer&#039;s authority unless specified otherwise by HC.&lt;br /&gt;
&lt;br /&gt;
When assisting other friendly units, they are to report to the commanding officer of the AO to better assess the situation and assist. As experts in CBRN procedures, they are to assist medical staff in quarantine and decontamination procedures. If biological containment is the concern, the team will update the policing personnel as to the best way to isolate infected individuals for treatment.&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
&lt;br /&gt;
Though CBRN troops have existed in various armed forces since World War I, the modern CBRN Response Teams of the USCM are closely connected to the Interstellar Commerce Commission (ICC), the central organization that sets regulations on interspace commerce.&lt;br /&gt;
&lt;br /&gt;
While this cooperation with a civilian organization may raise some eyebrows, it is not without good reason. In 2157, the New Earth Plague outbreak in the HD88512 System wiped out millions, leading to a complete quarantine of the system by UA and 3WE forces.&lt;br /&gt;
&lt;br /&gt;
CBRN units had already existed at that point, due to the expected prevalence of biological, chemical, and nuclear warfare in the outbreak of any peer conflict. They were rapidly deployed to assist in the quarantine efforts, attempting to maintain order and safety.&lt;br /&gt;
&lt;br /&gt;
When it was determined that the New Earth Plague was incurable, the ICC came to the conclusion the HD88512 system was to be sterilized, resulting in the loss of the whole system to prevent the spread of the disease. This led to the eventual adoption of CBRN units as not only forces capable of fighting effectively within hazardous environments, but also as those responsible for maintaining information, good practices, and training for quarantine and decontamination contingencies within multiple branches of armed forces throughout UA space.&lt;br /&gt;
&lt;br /&gt;
CBRN Response Teams are fully briefed on XX-121, the subject of multiple international and corporate treaties that are meant to prevent bioweapon research into the subject. XX-121 is a recognized danger that the Response Team has the authority and orders to destroy at all costs to prevent the spread, normally. Any mission that exposes the team to this species is to be reported to High Command, so they may assess the situation and potentially order additional forces to assist in quarantine and possible sterilization.&lt;br /&gt;
&lt;br /&gt;
=CBRN Roles=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5E6B82;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5E6B82;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:CBRN_Riflemen.png|64px]]&amp;lt;br&amp;gt;CBRN Riflemen&lt;br /&gt;
|A basic Rifleman fitted with MOPP protective equipment. Equipped with either M41A MK2 or incinerator system. Cover your specialists.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=4&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|fireman=2&lt;br /&gt;
|cqc=2&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CBRN_Comtech.png|64px]]&amp;lt;br&amp;gt;CBRN Combat Technician&lt;br /&gt;
|A Combat Technician fitted with MOPP protective equipment. Equipped with either M41A MK2 or incinerator system. Burn &#039;em out.     &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=4&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=3&lt;br /&gt;
|engineering=3&lt;br /&gt;
|endurance=3&lt;br /&gt;
|fireman=2&lt;br /&gt;
|cqc=2&lt;br /&gt;
|jtac=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|medical=1&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CBRN_Medic.png|64px]]&amp;lt;br&amp;gt;CBRN Medic&lt;br /&gt;
|A Medic fitted with MOPP protective equipment. Equipped with a MOD88. Keep your squad alive.     &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|fireman=2&lt;br /&gt;
|cqc=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|medical=2&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CBRN_FTL.png|64px]]&amp;lt;br&amp;gt;CBRN Fireteam Leader&lt;br /&gt;
|A FTL fitted with MOPP protective equipment. M41A MK1 and incinerator system included. Lead the team.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
SL for regular, non-admin version. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=4&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|fireman=2&lt;br /&gt;
|cqc=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|overwatch=2&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CBRN_Spec.png|64px]]&amp;lt;br&amp;gt;CBRN Specialist&lt;br /&gt;
|A Specialist fitted with MOPP protective equipment. Equipped with a kitted out MK1 M41A and Broiler-T system. Kill &#039;em all. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; Admin Spawn &amp;lt;/b&amp;gt;    &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=5&lt;br /&gt;
|firearms=4&lt;br /&gt;
|cqc=3&lt;br /&gt;
|jtac=1&lt;br /&gt;
|melee=2&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|medical=2&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:CBRN_SL.png|64px]]&amp;lt;br&amp;gt;CBRN Squad Leader&lt;br /&gt;
|A Squad Leader fitted with MOPP protective equipment. Equipped with a kitted out MK1 M41A and Broiler-T system. Lead your squad to victory.    &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; Admin Spawn &amp;lt;/b&amp;gt;  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|endurance=5&lt;br /&gt;
|firearms=4&lt;br /&gt;
|cqc=3&lt;br /&gt;
|jtac=1&lt;br /&gt;
|melee=2&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=2&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=25725</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=25725"/>
		<updated>2023-06-16T21:27:48Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / RESEARCH&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Sci.png&lt;br /&gt;
|jobtitle = Researcher&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]&lt;br /&gt;
|unlock = Five hours as medical roles.&lt;br /&gt;
|duties = Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals.&lt;br /&gt;
|guides = [[Chemistry | Guide to Chemistry]], [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = You&#039;re a commissioned officer of the USCM, though you are not in the ship&#039;s chain of command. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. Your role involves a lot of roleplaying, but you can perform the function of a regular doctor. Do not hand out things to Marines without getting permission from your supervisor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I wish you could understand what we&#039;re trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we&#039;ve ever seen on any world before.&amp;quot;&#039;&#039; ―Dr. Wren, &#039;&#039;Alien Resurrection&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ultimately, your job is to focused around analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage.&lt;br /&gt;
&lt;br /&gt;
=Chemical Research: Pharmacology=&lt;br /&gt;
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause &#039;&#039;&#039;more harm&#039;&#039;&#039; if they are used together. Consult the [[Chemistry|chemistry guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Researching Chemicals==&lt;br /&gt;
As a medical researcher on-board the USS Almayer you&#039;re tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You&#039;ll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of your work will require a resource called &#039;&#039;&#039;Research Credits&#039;&#039;&#039;. These can currently be earned by identifying new chemicals, including xenomorph blood, or by gaining 5 points every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Company has provided your laboratory with an &#039;&#039;Advanced X-Ray Fluorescence Scanner&#039;&#039; to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company&#039;s interest in your lab will increase. They might even pay USCM High Command.&lt;br /&gt;
&lt;br /&gt;
===Research Machines===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:XRF.png|64px]]|| Advanced X-Ray Fluorescence Scanner || The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can&#039;t be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical&#039;s emission pattern to its database. &#039;&#039;&#039;Successfully identifying a chemical increases Company interests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the A-XRF can read data from the Company&#039;s private chemical database, your clearance level is limited and some information may be classified. Use the &#039;&#039;&#039;Research Data Terminal&#039;&#039;&#039; to purchase higher clearance or get a clearance grant by a corporate official.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemical_Centrifuge.png|64px]]|| Chemical Centrifuge || The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. It will also label pure vials for you. &lt;br /&gt;
&lt;br /&gt;
Additionally the centrifuge also accepts autoinjectors. To do this, load empty autoinjectors into a vial storage box and insert the box into the centrifuge. The centrifuge will recharge the autoinjectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The centrifuge operates under the following logic:&lt;br /&gt;
* Cycles through reagents in the input beaker starting from the top.&lt;br /&gt;
* Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF.&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; fill multiple vials with the same reagent. &#039;&#039;&#039;Unless the beaker only has a &#039;&#039;single&#039;&#039; reagent, then it will try to fill all as much as possible. This is useful for when filling autoinjectors.&#039;&#039;&#039;&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turingdispenser.png|64px]]|| Turing Dispenser || This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes.&lt;br /&gt;
&lt;br /&gt;
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running.  &lt;br /&gt;
&lt;br /&gt;
Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the &#039;&#039;Smartlink&#039;&#039; to be dispensed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&lt;br /&gt;
The Turing Dispenser has two programs: &#039;&#039;Box&#039;&#039; and &#039;&#039;Memory&#039;&#039;. &#039;&#039;The Box Program&#039;&#039; is the currently inserted vial box, while &#039;&#039;The Memory Program&#039;&#039; is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings&#039;&#039;&#039;&lt;br /&gt;
* Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water.&lt;br /&gt;
* Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep.&lt;br /&gt;
* Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted.&lt;br /&gt;
* Smartlink: If ON, then the dispenser will check the nearby &#039;&#039;Smartfridge&#039;&#039; for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense &#039;&#039;exotic&#039;&#039; chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. &#039;&#039;(Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Researchterminal.png|64px]]|| Research Data Terminal || This terminal found inside the research study allows control of all research assets. It contains the database for all saved research documents, such as A-XRF scans and Synthesis reports. You can read the documents directly from the terminal, or print a copy. Additionally, the current status of research credits can be checked, and used for various functions. Any document can be added to the database by clicking it with a paper in hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Clearance&#039;&#039;&#039;&lt;br /&gt;
Upgrades the current clearance access by one level. Increasing the clearance level this way costs more the higher your clearance. Colony CLs can increase clearance for free, Up to a certain level. It also gives you one free research chemical each time you buy clearance to help you with your studies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Disabled for now, Might be re-enabled so keeping this here&lt;br /&gt;
&#039;&#039;&#039;Transmit&#039;&#039;&#039;&lt;br /&gt;
If you want to pass on your science to the next generation of researchers, you can transmit your findings to the central research database of The Company. This way, other researchers may be able to continue your research, which may be useful if your duty ends early or if you become unable to continue your work for other reasons. But using this function is not free. The more positive properties there are in the chemical, the higher the cost of transmission, while a high number of properties and special rare properties also increase the cost. However, the cost is also lowered by neutral properties and twice as much by negative properties. &#039;&#039;What this function actually does is make the chem spawn in the next round, but with a new name and new recipe. It will also gain a new clearance access, depending on how high the transmission cost was.&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publish&#039;&#039;&#039;&lt;br /&gt;
The CMO&#039;s data terminal has the special function of publishing documents. This allows anyone with a HealthMate HUD to view the document remotely. Any paper scanned in the research terminal can be published in this way, even handwritten ones. It is thus a useful method for the CMO to provide precise information to medics on new chemicals that are being distributed in the field, or any other useful documentation. Be sure to ask your CMO to publish your hard work, and for him to announce over medical comms that a new paper has been published.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SynthesisSimulator.png|128px]]|| Synthesis Simulator || This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Any time you modify a chemical property of a reagent, Its OD threshold will decrease. &#039;&#039;Mixing a chemical with another variant of itself will cause it to react back into its original form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amplify&#039;&#039;&#039;&lt;br /&gt;
This function increases the level of the selected property by one. The credit cost increases based on the level of the property.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppress&#039;&#039;&#039;&lt;br /&gt;
This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relate&#039;&#039;&#039;&lt;br /&gt;
The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Chemical Naming Conventions&#039;&#039;&#039; ====&lt;br /&gt;
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. &amp;lt;POTENCY&amp;gt; is the level of the property. &lt;br /&gt;
&lt;br /&gt;
The DISABLED rarity means this property can&#039;t appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level.&lt;br /&gt;
&lt;br /&gt;
All effects are applied once per life tick. Life ticks happen once every two seconds.&lt;br /&gt;
&lt;br /&gt;
The Touch column indicates what this chemical will do when inhaled/sprayed upon a human or xenomorph.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- to add new properties, make a new page at Properties/[property name] and fill out the template on the root page Properties --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Antitoxic}}&lt;br /&gt;
{{:Properties/Anticorrosive}}&lt;br /&gt;
{{:Properties/Neogenetic}}&lt;br /&gt;
{{:Properties/Repairing}}&lt;br /&gt;
{{:Properties/Hemogenic}}&lt;br /&gt;
{{:Properties/Neutralizing}}&lt;br /&gt;
{{:Properties/Disrupting}}&lt;br /&gt;
{{:Properties/Nervestimulating}}&lt;br /&gt;
{{:Properties/Musclestimulating}}&lt;br /&gt;
{{:Properties/Painkilling}}&lt;br /&gt;
{{:Properties/Hematopeutic}}&lt;br /&gt;
{{:Properties/Nephropeutic}}&lt;br /&gt;
{{:Properties/Pneumopeutic}}&lt;br /&gt;
{{:Properties/Oculopeutic}}&lt;br /&gt;
{{:Properties/Cardiopeutic}}&lt;br /&gt;
{{:Properties/Neuropeutic}}&lt;br /&gt;
{{:Properties/Bonemending}}&lt;br /&gt;
{{:Properties/Fluxing}}&lt;br /&gt;
{{:Properties/Neurocrygenic}}&lt;br /&gt;
{{:Properties/Crystallization}}&lt;br /&gt;
{{:Properties/Photosensitive}}&lt;br /&gt;
{{:Properties/Antiparasitic}}&lt;br /&gt;
{{:Properties/Organstabilizing}}&lt;br /&gt;
{{:Properties/Electrogenetic}}&lt;br /&gt;
{{:Properties/Defibrillating}}&lt;br /&gt;
{{:Properties/Hyperdensificating}}&lt;br /&gt;
{{:Properties/Neuroshielding}}&lt;br /&gt;
{{:Properties/Antiaddictive}}&lt;br /&gt;
{{:Properties/Transformative}}&lt;br /&gt;
{{:Properties/Fueling}}&lt;br /&gt;
{{:Properties/Oxidizing}}&lt;br /&gt;
{{:Properties/Flowing}}&lt;br /&gt;
{{:Properties/Explosive}}&lt;br /&gt;
{{:Properties/Cardiostabilizing}}&lt;br /&gt;
{{:Properties/Aiding}}&lt;br /&gt;
{{:Properties/Oxygenating}}&lt;br /&gt;
{{:Properties/Anticarcinogenic}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
{{:Properties/Cryometabolizing}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Thanatometabolizing}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Excreting}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Nutritious}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Ketogenic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Neuroinhibiting}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Alcoholic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hallucinogenic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Relaxing}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hyperthermic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hypothermic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Balding}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Fluffing}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Allergenic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Euphoric}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Emetic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Psychostimulating}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Antihallucinogenic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hypometabolic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Sedative}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hyperthrottling}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Viscous}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Thermostabilizing}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Focusing}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Unknown}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Hypoxemic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Toxic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Corrosive}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Biocidic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Intravenous}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Paining}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hemolytic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hemmorrhaging}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Carcinogenic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hepatotoxic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Nephrotoxic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Pneumotoxic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Oculotoxic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Cardiotoxic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Neurotoxic}}&lt;br /&gt;
{{:Properties/Hypermetabolic}}&lt;br /&gt;
{{:Properties/Addictive}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hemositic}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Boosting}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Regulating}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Hypergenetic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Fire penetrating}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/DNA disintegrating}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Ciphering}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Crossmetabolizing}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Embryonic}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Ravening}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Curing}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Omnipotent}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Radius}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Intensity}}&lt;br /&gt;
&lt;br /&gt;
{{:Properties/Duration}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Property Combinations===&lt;br /&gt;
You can combine some properties to create special properties, You don&#039;t actually need to do anything to combine them, Just have them both on the same chemical. &lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Properties Required&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#DFB|Defibrilating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#CDP|Cardiopeutic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#TMB|Thanatometabolizing]]&lt;br /&gt;
|[[Researcher#HPX|Hypoxemic]], [[Researcher#CMB|Cryometabolizing]], [[Researcher#NRC|Neurocrygenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HDN|Hyperdensificating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#BNM|Bonemending]], [[Researcher#CRG|Carcinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HTR|Hyperthrottling]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#HLG|Hallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#NRS|Neuroshielding]]&lt;br /&gt;
|[[Researcher#AOL|Alcoholic]], [[Researcher#BLD|Balding]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#AAD|Antiaddictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#AHL|Antihallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#ADT|Addictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#NRT|Neurotoxic]]&lt;br /&gt;
|-&lt;br /&gt;
|Abominations against god and man.&lt;br /&gt;
|[[Researcher#CIP|Ciphering]], [[Researcher#XMB|Crossmetabolizing]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hints===&lt;br /&gt;
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here&#039;s some things to keep in mind:&lt;br /&gt;
* You need 30 units of a chemical for the XRF to work. If you don&#039;t have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical&#039;s properties, given enough clearance.&lt;br /&gt;
* Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.&lt;br /&gt;
* You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing.&lt;br /&gt;
* Scanning any new chemical without requested clearance will still give you points, including xenomorph blood.&lt;br /&gt;
* There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two.&lt;br /&gt;
* Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.&lt;br /&gt;
* If you can&#039;t rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.&lt;br /&gt;
* Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.&lt;br /&gt;
&lt;br /&gt;
==Chemical Distribution==&lt;br /&gt;
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO&#039;s approval before performing mass distribution, because if an accident happens it will be &#039;&#039;your&#039;&#039; medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PillBottle.png|64px]]|| Pill bottle || The old classic, but also the slowest in terms of production and ingestion. It&#039;s an efficient way to store a lot of chemical volume, but that&#039;s the only upside, really.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hypospray.png|64px]]|| Hypospray || An experimental high-end chemical injector, used for instant injections. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. Pairing a hypospray with a vial pouch can be an excellent way for one person to distribute a series of research chemicals in the field.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Customautoinjector.png|64px]]|| Custom Autoinjector || If you have a lot of your experimental chemical on hand, then making custom autoinjectors is a good way to distribute it to the masses. A few boxes with empty autoinjectors can be found in your lab. You also can print more of them in Medilathe. You can fill a bunch of autoinjectors easily by loading them in a vial storage box and inserting it into the centrifuge for filling.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_harness.png|64px]]|| ACID Harness || &#039;&#039;&#039;A&#039;&#039;&#039;utomated &#039;&#039;&#039;C&#039;&#039;&#039;hemical &#039;&#039;&#039;I&#039;&#039;&#039;ntegrated &#039;&#039;&#039;D&#039;&#039;&#039;elivery Harness. This is the most advanced form of chemical distribution available. Why rely on someone to know when your wonder-drug should be injected and then to actually do it, when you can leave all the work to a computer that does everything for you? The A.C.I.D. will monitor the vitals status for its user constantly, and depending on your configuration, automatically inject the chemical from an internal vial into the user. Additionally the A.C.I.D. will never overdose its user. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the storage slots in the A.C.I.D. can technically be used for anything that would fit in the webbing, the A.C.I.D. specifically requires both a battery and a vial inside the storage slots in order to operate. A high capacity cell battery will last approximately 50 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A couple of harnesses will be available in the test lab, but if you need more then you can make one by filling a black or brown vest webbing with the following items and then using a wirecutter on the webbing: hypospray, health analyzer, battery, radio, cables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To configure the A.C.I.D. use a multitool / security access tuner on the webbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.C.I.D. Core Configuration&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:120;&amp;quot;|Config&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;  width:250;&amp;quot;|Type&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| Injection Amount || Setting || How much to inject at a time. The A.C.I.D. will recheck its user&#039;s condition after 20 seconds for each unit injected to see if the conditions are still true. If it is, then it will proceed to inject again.&lt;br /&gt;
|-&lt;br /&gt;
| Damage Threshold || Setting || How much damage must be present in any &#039;&#039;damage type&#039;&#039; configuration. If no damage type configurations are enabled, this setting is not used. Damage type configurations are each considered their own condition.&lt;br /&gt;
|-&lt;br /&gt;
| AND / OR || Setting || To use AND or OR logic for the configuration. For OR configuration, it injects if any condition becomes true. For AND configuration, it injects only if all conditions are true at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Damage || External brute damage.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Damage || External burn damage.&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || Damage || Internal toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen || Damage || Internal oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || Damage || Genetic cell damage.&lt;br /&gt;
|-&lt;br /&gt;
| Heart / Liver / Lungs / Kidneys / Brain || Damage || Damage to the respective organ.&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Level || Condition || Whether or not to inject based on vitals type configuration. If this is not enabled, vitals type configurations are ignored.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Condition || Whether or not the user is bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Internal || Condition || Whether or not the user has internal bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Bloodloss || Condition || Whether or not the user has less than 40% blood.&lt;br /&gt;
|-&lt;br /&gt;
| Fracture || Condition || Whether or not the user has a bone fracture.&lt;br /&gt;
|-&lt;br /&gt;
| Splinted || Condition || Whether or not the user is wearing a splint.&lt;br /&gt;
|-&lt;br /&gt;
| Organ damage || Condition || Whether or not an organ has 10 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Organ failure || Condition || Whether or not an organ has 30 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Death || Condition || Whether or not the user is currently dead.&lt;br /&gt;
|-&lt;br /&gt;
| Defibrillation || Condition || Whether or not the user has just been defibrillated.&lt;br /&gt;
|-&lt;br /&gt;
| Concussion || Condition || Whether or not the user has been knocked down or knocked out.&lt;br /&gt;
|-&lt;br /&gt;
| Intoxication || Condition || Whether or not the user is dazed, slowed, confused, drowsy, dizzy or hallucinating.&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Object || Condition || Whether or not the user contain a foreign object.&lt;br /&gt;
|-&lt;br /&gt;
| Optimal || Vitals || User is 100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Nominal || Vitals || User is between 80-100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Low || Vitals || User is between 40-80% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || Vitals || User is between 10-40% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Critical || Vitals || User is between -10-10% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Emergency || Vitals || User is less than -10% healthy, but not dead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Delivery_med.png|64px]]|| Requisitions Delivery Unit || If you want Requisitions to send your chemicals to the surface for you, then you can use this delivery chute to send any item directly down to the Requisitions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alien Research: Xenology=&lt;br /&gt;
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Xenology Blood Research===&lt;br /&gt;
Each alien will have two or more unique liquids/blood samples to collect. To analyze alien blood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge or the ChemMaster to split them. Afterwards, you can analyze the samples at the XRF Scanner. Each xenomorph has 560 &#039;units&#039; of blood - and it is split equally between whatever chemicals are present. For instance, a runner will have 280 units of catecholamine plasma, and 280 units of acidic blood. A queen will have 112 units of Dark Acidic Blood, 112 units of Pheromone Plasma, 112 units of Chitin Plasma, 112 units of Neurotoxin Plasma, and 112 units of Royal Plasma. Once this is drained, the xenomorph corpse is empty - if it is alive, however, it will slowly regenerate.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Blood properties: ====&lt;br /&gt;
* Acidic Blood - Deals 3 burn damage.&lt;br /&gt;
* Dark Acidic Blood - Deals 6 burn damage.&lt;br /&gt;
* Pheromone Plasma - Makes you high, &#039;&#039;&#039;fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&#039;&#039;&#039;&lt;br /&gt;
* Catecholamine Plasma - &#039;&#039;&#039;Makes you faster&#039;&#039;&#039;.&lt;br /&gt;
* Chitin Plasma - &#039;&#039;&#039;Prevents fractures.&#039;&#039;&#039;&lt;br /&gt;
* Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate.&lt;br /&gt;
* Anti-Neurotoxin - &#039;&#039;&#039;Neuro-Shielding, Prevents being stunned by all neurotoxin.&#039;&#039;&#039;&lt;br /&gt;
* Purple Plasma - Deals 2 brute damage.&lt;br /&gt;
* Egg Plasma - Infects with Xeno larva, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
* Royal Plasma - Makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Xenology Body and Live Specimen Study===&lt;br /&gt;
You will need the Marines&#039; assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOWEVER,&#039;&#039;&#039; making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good.&lt;br /&gt;
&lt;br /&gt;
The better solution is making &#039;&#039;&#039;Corrupted Hive&#039;&#039;&#039;. These are &#039;&#039;&#039;&#039;&#039;potentially&#039;&#039;&#039;&#039;&#039; friendly Xenos that can be used to help in combat and ship security.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
* Clearance Level 5X&lt;br /&gt;
* Egg plasma - extracted from Xeno eggs&lt;br /&gt;
* Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian)&lt;br /&gt;
&lt;br /&gt;
==== Let&#039;s Start Making Xenos ====&lt;br /&gt;
* Make sure you have Level 5X clearance.&lt;br /&gt;
* Scan or re-scan Royal Plasma.&lt;br /&gt;
* Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator, called Ciphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc. Level 2, or Corrupt hives, are the only ones that can be made that are friendly.&lt;br /&gt;
* Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process. It will also take some time to gestate.&lt;br /&gt;
* Infect monkey with an egg, or by injecting Egg plasma.&lt;br /&gt;
* Inject 5 units of your chemical containing Ciphering 2 before the larva hatches.&lt;br /&gt;
* Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process.&lt;br /&gt;
&lt;br /&gt;
=Dropship Upgrade=&lt;br /&gt;
&lt;br /&gt;
You have been provided tools and opportunity to create an upgrade for dropships. This upgrade, when done correctly, allows Pilots to see through their camera with night vision or with increased field of view. This is particularly beneficial for CAS as they can see what they are firing at.&lt;br /&gt;
&lt;br /&gt;
To start making it, you will need to find the property Photosensitive or Crystallization. The first gives night vision, the other gives an increase of view.&lt;br /&gt;
The power of matrix depends on the level of the properties, there can also be only one upgrade at a time, so choose carefully. After you found properties, print the matrix assembly at the autolathe, directly south of the medilathe. Insert the vial with the chemical in the matrix, make sure its full, free of any contaminants and contains the chemical with the said property, &#039;&#039;&#039;you cannot remove the vial after it`s inserted&#039;&#039;&#039; screw the matrix shut and tell a pilot to insert it into his weapons console. You can also insert an empty matrix to reset the upgrades.&lt;br /&gt;
&lt;br /&gt;
=Hydroponics Research=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer&#039;s research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Machine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicstray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics tray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised tray to grow plants in. You may right-click the tray and select &#039;&#039;&#039;Flush Tray&#039;&#039;&#039; to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant:&lt;br /&gt;
*&#039;&#039;&#039;Green:&#039;&#039;&#039; Plant is ready to be harvested.&lt;br /&gt;
*&#039;&#039;&#039;Red:&#039;&#039;&#039; Plant is unhealthy, old-aged or dead.&lt;br /&gt;
*&#039;&#039;&#039;Orange/Red flash:&#039;&#039;&#039; High amount of weeds or pests.&lt;br /&gt;
*&#039;&#039;&#039;Yellow:&#039;&#039;&#039; Low amounts of nutrients in the tray.&lt;br /&gt;
*&#039;&#039;&#039;Blue:&#039;&#039;&#039; Low amount of water in the tray. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedvendor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MegaSeed Servitor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Vendor that contains the basic seeds needed to get started.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedextractor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Seed extractor &amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Centrifuge.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lysis-isolation Centrifuge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. &lt;br /&gt;
&lt;br /&gt;
Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic delivery system. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bioballistic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bioballistic delivery system.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Uses data disks with extracted genomes from the Lysis-isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to  positively select your plants. If you modify a sample genome too many times, the genome will decay completely. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Items&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Floradisk.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flora data disk &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant analyzer &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to analyze plants quickly and get a reading of its general properties.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hoe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mini hoe &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantclipper.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Clippers &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hatchet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hatchet &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to cut down large plants into smaller parts. Usually wood. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spade &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to move dirt around. But we don&#039;t have dirt onboard, so it has little purpose right now. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bucket.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bucket &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Its a bucket. Fill it with water and pour it somewhere. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantbag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant bag &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicsspray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics spray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;How to do Hydroponics Research&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Subject:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Identifying Genes &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you&#039;ve identified the gene. &#039;&#039;&#039;A gene label represents the same trait across all plants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some traits won&#039;t do much, while others can have drastic effects. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Mutating plants &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of [[#mutagen|Unstable Mutagen]] in the hydroponics tray that contains the plant you wish to mutate.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Keeping your plants alive &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|intel=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
= Additional User made information=&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Colonial_Marshal_Bureau&amp;diff=25377</id>
		<title>The Colonial Marshal Bureau</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Colonial_Marshal_Bureau&amp;diff=25377"/>
		<updated>2023-05-03T02:55:48Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: /* Anchorpoint Station QRF Team Roles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM &amp;amp; INSPECTION TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CMB.png&lt;br /&gt;
|jobtitle = Colonial Marshals&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = The Colonial Marshal, Anchorpoint Station Colonial Marshal Bureau Incident Command Center&lt;br /&gt;
|rank = Colonial Marshal (Leader) / CMB Deputy (Deputies and Investigative Synthetic) / Executive (ICC Liaison) /  None (Interstellar Human Rights Observer)&lt;br /&gt;
|duties = Get your instructions from the CMB Office at Anchorpoint Station, and carry out your orders. Ensure that Colonial assets are safe and in your custody. Do not enforce or override Marine Law on a Marine Ship unless requested, as it&#039;s outside of your jurisdiction.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description =&lt;br /&gt;
The laws of Earth stretch beyond the Sol. Where others are tempted and fall to corruption, you stay steadfast in your morals.&lt;br /&gt;
Corporate Officers chase after paychecks and promotions, but you are motivated to do your sworn duty and care for the population, no matter how far or isolated a colony may be.&lt;br /&gt;
You&#039;ve seen a lot during your time in the Neroid Sector, but you&#039;re here because you&#039;re the best, doing the right thing to make the frontier a better place.&lt;br /&gt;
Despite being stretched thin, the stalwart oath of the Marshals has continued to keep communities safe, with the CMB well respected by many. You are the representation of that oath, serve with distinction.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;The Colonial Marshals&#039;&#039;&#039; are a UA Federal investigative/law enforcement functionary from Sol which oversees many colonies among the frontier. They are friendly to USCM.&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
The Colonial Marshals are both investigators and law enforcement when it comes to colonies and space stations across the outer rim. They are few and far between, but do their absolute best to uphold the communities that they are assigned to protect. The vast majority of police and military in these colonies are usually in the pockets of one company or the other, but not the Colonial Marshals. These proud men and women have abided by their stalwart oath since graduating from the academy, and will not look the other way when it comes to an injustice. They place their communities at the forefront and ensure that no corporate malpractice, corruption, or death will take place so long as they breathe.&lt;br /&gt;
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The Colonial Marshal leads his loyal deputies, and can receive his orders directly from supervisory agents back at the command center at Anchorpoint Station. Should he be incapacitated, there is no direct replacement to the Marshal, and so the leadership would transfer based on seniority within the team assuming all attempts to revive the Marshal have failed.&lt;br /&gt;
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Unlike many other Emergency Response Teams, The Colonial Marshals are NOT prepared for combat. They are a patrol team enroute to an investigation when they&#039;re re-routed due to the distress signal onboard the main ship. They are packing light and will not fare well in extensive combat, but if reinforcements are required, they may be able to call for a QRF team of Anchorpoint Colonial Marines. These Marines are well armed unlike those of the Falling Falcons, and they are prepared to use any means necessary in order to protect and rescue the Colonial Marshals should they come in distress.&lt;br /&gt;
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==Backstory==&lt;br /&gt;
The Colonial Marshals are as old as the Colonial Administration goes. Both organizations serve to protect the life and rights of colonists, especially in a time where corporate policies exert large amounts of political pressure on those working and living in their facilities. Being a law-enforcement functionary, it is the Colonial Marshals&#039; responsibility to ensure that corruption, crime, and injustices do not go unchecked. With little to no representation for your average off-world citizen, having Colonial Marshals police and investigate wrongdoings can make all the difference when it feels like there&#039;s no-one to help you in the Outer Veil.&lt;br /&gt;
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Anchorpoint Station was founded by the Colonial Administration and the Interstellar Commerce Commission (ICC) at the corner of 2178, it is a newly minted Space Station mainly used as a transit and refueling hub. It is composed of four towers, and is governed by the Independent Core Systems Colonies(ICSC). Within Tower Four, there is a strong United Americas (UA) presence including a Colonial Marshal Bureau alongside a Colonial Marines barracks. The station&#039;s neutral disposition coupled with its fantastic location makes it a popular spot for staging expeditions or, in the case of the Marshals, investigations as a central hub. The Interstellar Commerce Commission (ICC) also conducts routine trade inspection to ensure that no malpractice occurs in the nearby sectors of space, and they are commonly seen attached to Colonial Marshal teams. &lt;br /&gt;
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=== United Americas Affiliation ===&lt;br /&gt;
The CMB Team is allied with the USCM and UA Peacekeepers from the get-go. They are all from the United Americas and their organizations have worked hand in hand many times. Should they be responding to a distress signal, their priority is to assist in facilitating the rescue of any personnel onboard.&lt;br /&gt;
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== Law Enforcement, Investigations &amp;amp; Jurisdiction ==&lt;br /&gt;
Colonial Marshals are UA Law Enforcement Agents / Investigative Functionaries. UA Colonial Law and Earth Law are what come foremost. The CMB should be handling crimes, especially with the ICC, involving smuggling, black market activities, and corporate corruption/cover-ups. They shouldn&#039;t be enforcing Marine Law unless the following criteria is met: 1. The CMP/aCO has requested it, 2. The Colonial Marshal believes its in the best interest of the CMB and 3. The CMB Office at Anchorpoint Station(admins) does not intervene to change this decision.&lt;br /&gt;
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Knowing your jurisdiction and reach is an important part of this team. Non-USCM suspects should be transferred to the CMB, and vice versa. You should only be conducting on-the-spot arrests if you are residing on a colony or otherwise under the direct jurisdiction of the CMB. Anything that is outside of your direct jurisdiction, ie a USCM vessel, should be following the lead and permission of the host faction - and if you are not accompanying/assisting a host-faction&#039;s law enforcement officer, you should have complete permission and a warrant before considering any arrest or detainment. The exception to this is if not detaining a particularly dangerous individual would lead to a life or death situation. However, even in such cases, the detained individual should immediately be handed over to the host faction based on jurisdiction at the nearest moment.&lt;br /&gt;
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=== Colonial Marshal Bureau Roles ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2779FF;&amp;quot; width=200|CMB Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2779FF;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_Marshal.png|64px]]&amp;lt;br&amp;gt;The Colonial Marshal (Marshal)&lt;br /&gt;
|Equipped with a special issue [[Marine_Equipment#M37-17_Pump_Shotgun|HG M37-17 CMB Shotgun]], and a golden badge, The Colonial Marshal stands at the forefront of the team. Leading his loyal deputies, he is a highly experienced CMB veteran who has taken part in hundreds of investigations and has seen almost all there is to see in the Outer Veil. The team and their objectives is his responsibility to uphold, and the Marshal should be an experienced player well versed in Colonial Law, Marine Law and the know-how of anything that may be expected of the team. Including but not limited to: Investigations, Arrests, Faxing, and Combat.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to those with experience as a Squad Leader, but should in addition be expected to know the basics of lore including Marine Law and Colonial Law.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_Deputy.png|64px]]&amp;lt;br&amp;gt;CMB Deputy (Deputy)&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#HG_37-12_Pump_Shotgun|Henjin-Garcia Model 37-12 CMB Shotgun]] or an [[Marine_Equipment#MP5_SMG|MP5 Submachine Gun]] The CMB Deputy follows the lead of the Marshal, assisting him in upholding Colonial Law and Earth Law where relevant. In addition, the Deputy is prepared to assist in any investigation or law enforcement action should it be needed. &lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_Synthetic.png|64px]]&amp;lt;br&amp;gt;CMB Investigative Synthetic (Deputy)&lt;br /&gt;
|Unlike her more modern counterparts, the Investigative Synthetic is somewhat of an older generation. They are slower and cannot do the olympic feats that many of the newer Generation Three Synthetics are capable of, nor are they prepared to. With that being said, the Investigative Synthetic has many perks up her sleeve. She&#039;s capable of seeing in the dark, and has reinforced plating to assist with high-risk scenarios in her line of work where she might be expected to protect her fellow deputies. She is also the most prepared of the team to conduct advanced investigation techniques or autopsies. Her backpack contains light munitions to resupply the team, on top of the heavy investigative equipment. While not equipped to perform extensive medical support like your average Medical Synthetic might be, she still is capable of saving the lives of her team if it&#039;s required.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_ICC.png|64px]]&amp;lt;br&amp;gt;Interstellar Commerce Commission Corporate Liaison (Executive)&lt;br /&gt;
|The Interstellar Commerce Commission Corporate Liaison or ICC CL is a well experienced ICC Agent that has been attached to the CMB team. This Executive works with the Colonial Marshals specifically to observe proper trade practices and investigate any possibilities of smuggling or black market activity. They are also an advisory agent to the Marshals by giving them an eye on the corporate side of things, and should be very experienced in paperwork, faxes and corporate activities.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to those with experience as a Corporate Liaison.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_obs.png|64px]]&amp;lt;br&amp;gt;Interstellar Human Rights Observer&lt;br /&gt;
|Through a lot of hard work, the Observer has managed to make his way onto the frontier to document and record any kind of atrocities that may be occurring in this dark sector of space. It&#039;s a bit of a PR stunt, but the Observer might surprise you. Also, in an emergency, the Observer may be able to provide medical aid for the team - they are the most capable of it.&lt;br /&gt;
|}&lt;br /&gt;
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==The Cavalry Arrives==&lt;br /&gt;
As mentioned earlier, Colonial Marshals are not particularly equipped to take on military-level conflicts nor are they supposed to. Inevitably, sometimes the Colonial Marshals run into organized crime backed by larger factions such as the Colonial Liberation Front, during circumstances like these it&#039;s key that they call in the Colonial Marines to bring some firepower to the battle.&lt;br /&gt;
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At Anchorpoint Station, our contingent of Colonial Marines stand ready to assist the Colonial Marshals should they come under distress. Although few in number, they are well equipped unlike the depleted stocks of the USS Almayer. Should they be requested, a Quick-Reaction-Force(QRF) of Anchorpoint Station Colonial Marines will gladly go into combat to save their fellow Marshals. They are prepared to respond to a wide variety of threats and situations.&lt;br /&gt;
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=== Anchorpoint Station QRF Team Roles ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2779FF;&amp;quot; width=200|Anchorpoint Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2779FF;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_SL.png|64px]]&amp;lt;br&amp;gt;Anchorpoint Station Marine Team Leader (SSgt)&lt;br /&gt;
|Every cohesive unit requires a leader, and our experienced QRF Team Leader is the one which will accomplish the objectives at hand. Their job is to maintain total responsibility of the mission, primarily facilitating the safety of the Colonial Marshals. The Team Leader should have a full understanding of his team&#039;s roles and how to best use them - they should also be competent and able to react to a changing situation at a moments notice. As the fastest reaction force to the distress beacon, the QRF Team is prepared for any situation - especially those which are particularly hostile. However, in rare circumstances, they are asked to assist in riot or less-than-lethal scenarios.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to those with experience as a Squad Leader.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_RTO.png|64px]]&amp;lt;br&amp;gt;Anchorpoint Station Marine Technical Specialist (Cpl)&lt;br /&gt;
|The QRF Team Technical Specialist of the team is as their role implies - they are responsible for all duties involving engineering, long-range communications, electronic restoration, door bypasses, hacking, and anything that may require a technical expertise such as setting up a sentry turret or securing a perimeter. While the squad is in motion, it is their job to monitor the motion tracker and report contacts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_SG.png|64px]]&amp;lt;br&amp;gt;Anchorpoint Station Marine Smartgunner (LCpl)&lt;br /&gt;
|The QRF Team Smartgunner&#039;s duty is to be a mobile, effective force multiplier via volume of fire with their [[Marine_Equipment#M56_Smartgun|M56 Smartgun]]. Since every round leaving their smartgun is encoded with IFF, they are able to suppress enemies even from a supporting position behind the main line. Ontop of providing the largest amount of fire in the team, the Smartgunner also acts as a secondary motion tracker should the Technical Specialist fail to detect contacts or becomes incapacitated.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_HM.png|64px]]&amp;lt;br&amp;gt;Anchorpoint Station Hospital Corpsman (LCpl)&lt;br /&gt;
|The QRF Team&#039;s medical support comes from an Anchorpoint Station Hospital Corpsman attached to the team. They&#039;re equipped to provide any type of combat treatment or resuscitation that may be required during the team&#039;s tenure - whether that be wounded members in their own team, or victims encountered during their mission.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_Marine.png|64px]]&amp;lt;br&amp;gt;Anchorpoint Station Marine Rifleman (Pfc-Pvt)&lt;br /&gt;
|The QRF Team&#039;s most basic member is the Rifleman. They&#039;re equipped with the Anchorpoint Station standard issue [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]], and are prepared to respond to the distress beacon at a moments notice. Having no specific duty allows them to be attached to any member or duty to provide additional security or manpower for the task at hand, depending on what the Team Leader dictates. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CLF&amp;diff=25327</id>
		<title>CLF</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CLF&amp;diff=25327"/>
		<updated>2023-04-19T01:58:04Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Colonial Liberation Front =&lt;br /&gt;
[[File:colony_house.jpg|300px|right|thumb|&amp;lt;center&amp;gt;&amp;quot;A CLF base of operations in a unknown colony&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The Colonial Liberation Front is a paramilitary group primarily located in the Neroid sector of United Americas space. Their stated goal is to secure the independence of all of the colonies in the Neroid sector. They are the largest and most active militant group pushing for the independence of the colonies. The United Americas government classifies the CLF as a terrorist organization, with membership in the organization or providing financial or material support for the CLF being prosecutable offenses.&lt;br /&gt;
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The CLF grew organically from several different groups that formed in the wake of the Slaughter of Xibou in 2164. Prior to the slaughter of Xibou the conflicts between the United Americas government and the colonists of the Neroid sector had remained mostly non-violent. The sudden increase in tensions after Xibou, combined with the images of slaughtered fighters and civilians alike, greatly increased the willingness of the colonists to take up arms against the United Americas. Several different militant groups formed in the years following the Slaughter, and as they negotiated with one another and found common cause the CLF was formed from their union.&lt;br /&gt;
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== History ==&lt;br /&gt;
[[File:CLF_Standard.png|300px|right|thumb|&amp;lt;center&amp;gt;&amp;quot;Young CLF member&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The CLF finds it&#039;s origins in the poor treatment and economic exploitation of the colonists of the Neroid sector combined with the increased difficulty that the United Americas has in governing the vast reach of space that it has claimed. Many of the people that travelled to the colonies did so for the promise of finding a better life, but instead found only harsh and inhospitable worlds lacking in many of the amenities that they had come to take for granted. The situation was made worse by piracy and lawlessness, though that was kept in check at first by the Colonial Marshals as well as the United Americas military forces. These issues were greatly exacerbated by the Sol Campaign of 2159 and by the Anti-Colonial Insurgency Act of 2161. The Sol campaign served to draw much if the USCM force tasked with keeping piracy in check out of the Neroid sector as they were retasked with more urgent assignments. The Anti-Colonial Insurgency Act of 2161 strictly curtailed much of the authority of colonial politicians and limited the number of weapons and supplies sent to colonies in order to prevent stockpiling of equipment. The USCM believed that stockpiling of equipment had played a major role in the Mars Militia&#039;s prolonged success, and they wished to deny the Neroid sector colonies any chance of developing similar stockpiles. This resulted in under equipped colonists and Colonial Marshals not being able to reliably defend themselves from hostile wildlife and pirates, while also no longer being able to effectively care for those wounded when defending their homes or those who fall sick to illness. &lt;br /&gt;
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The lack of adequate supplies, growing piracy, and strictly curtailed ability to self govern bred discontent in the Rift, which in turn caused the Free Colonies movement to come into being. The Free Colonies movement is the general term for the idea that the United Americas in unable to effectively govern it&#039;s colonies and that the colonies, and that the people of the colonies should resist United Americas governance in order to earn their freedom. These ideas caused a series of protests and civil unrest, which was often met with violence from the Colonial Marshals as well as the Unitad Americas imposing further increased sanctions on the colonies.&lt;br /&gt;
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The situation in the Neroid sector took a massive turn in 2164 when a colonist named Atticus Graves called for the independence of Xibou. He was a mining foreman, and his short five page manifesto called for armed uprising and open rebellion against the United Americas government. Graves believed that the colonists who live in the rift could fight off any USCM response due to their determination and their knowledge of their home colonies. He claimed that the colonial militia members have drive to fight for freedom, and that the USCM soldiers had no will to fight and die on the soil of colonies so far from their own homes. Graves believed that determined colonists could win their independence by causing the United Americas to lose the will to fight in the Rift. Graves formed a militia, and his militia overran the government buildings and spaceport on Xibou. Grave&#039;s militia also either killed or imprisoned all of the Colonial Marshals on the planet. Graves then took on the mantle of provisional governor of Xibou and proceeded to try to run his planet. His governorship was shortlived however, as USCM forces made planetfall and killed every militia member they could find. Grave&#039;s militia numbered at around 1,000 members, but they were supported by many colonists who were swept up in the rebellion and who believed in the Free Colonies movement. When the USCM made planetfall they could not readily identify which colonists were the armed militants and which were non-violent colonists. The USCM simply shot everyone that they suspected of being a militia member, resulting in many civilian casualties. This, the &amp;quot;Slaughter of Xibou&amp;quot;, was a polarizing event in the colonies. While some supporters of the Free Colonies movement got cold feet and withdrew from the movement, many more became significantly more militant in their outlook. This event stands as the turning point that radicalized many of the original CLF members.&lt;br /&gt;
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This increasing militancy led to fewer protests and demonstrations and more acts of sabotage. Cells began to form and negotiate with one another. Many different groups formed in this time period. The CLF name itself stems from a sound bite from United Americas news, which described to the whole of armed resistance as a &amp;quot;front of colonial liberation&amp;quot;, and later referenced it again as &amp;quot;... this colonial liberation front ...&amp;quot; &lt;br /&gt;
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The CLF has continued its campaign of armed resistance. Recently there have been attempts by the UPP to shape the course of events in the Neroid sector as well. The UPP has begun to extend offers of material support and training to larger CLF cells in the sector. They have also encouraged some cells to prepare to again try for open armed insurrection similar to what Graves tried on Xibou. While no cells have attempted full insurrection yet, many cells are training many new fighters in preparation. It is only a matter of time before insurrection erupts on some or all of the planets in the Neroid sector.&lt;br /&gt;
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== Ideology ==&lt;br /&gt;
There are many among the populace of the Neroid sector who believe in some form of independence for the sector. This common viewpoint is referred to as the Free Colonies movement. There is no general agreement as to what form this freedom would ideally take, though some of the more popular opinions are that the colonies should be completely independent, that they should join the UPP, and that they should form a confederation of colonies and self govern together. There are many colonists who support the Free Colonies movement without supporting the CLF. There are also many people outside of  the Neroid sector that support or at least sympathize with the Free Colonies movement.&lt;br /&gt;
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The CLF ideology can be classified as a subset of the Free Colonies ideology, largely drawn from Atticus Grave&#039;s manifesto. Specifically, the CLF wants the same goals but differs vastly in which methodology they believe will accomplish those goals. The CLF believes that the path towards independence for the colonies of the Rift is one of armed conflict. The CLF embraces militant conflict with any faction that would seek to control the Rift. They sometimes even come into conflict with other non-CLF factions fighting for independence for the Rift, because they see those factions as still attempting to impose their authority on the Rift. They believe that freedom for the Rift the something that only they can provide.&lt;br /&gt;
Because most members of the CLF believe that the only path to freedom for the colonies in the Neroid Sector is one of armed uprising, CLF members are definitionally willing to commit acts of extreme violence against anyone that their leadership identifies as a threat to their goals.&lt;br /&gt;
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== Activities and Methodology ==&lt;br /&gt;
While the members of the Colonial Liberation Front can broadly be described either as idealistic freedom fighters or terrorists, there is none the less a broad range of motivations within the group. A meaningful fraction of the ship based CLF cells only loosely adhere to CLF ideology, seeing the CLF instead as more of a flag of cenvenience to fly while engaging in acts of piracy and murder. Many ports and free stations in the Rift that refuse to have dealings with pirates will still happily deal with CLF ships. In their eyes piracy is legitimized by the flying of the CLF banner and the restricting of their prey to United Americas shipping. This means that acts of piracy are incredibly common under the CLF banner. Though United Americas shipping is treated brutally by the CLF, colonial shipping sometimes doesn&#039;t fare much better. It is not uncommon for captains of CLF ships to board &amp;quot;friendly&amp;quot; shipping and demand a hefty donation in order to compensate the CLF for the &amp;quot;protection&amp;quot; provided. This practice has led to occasional conflicts between piratical CLF factions who freely prey upon any ship they see and &amp;quot;idealistic&amp;quot; CLF cells which limit themselves to only preying upon United Americas shipping.&lt;br /&gt;
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Other illegal activities have been linked to the CLF as well. The CLF engages in many acts of smuggling throughout the colonies, bringing illegal goods both into and out of the Rift. The most commonly smuggled goods are weapons and narcotics. The CLF engages in bribery of border officials and Colonial Marshals, as well as crooked and illegal deals with the major corporations that are active in the Neroid sector. There are also numerous acts of sabotage, vigilanteeism, destruction of property, and murder that are committed by CLF fighters.&lt;br /&gt;
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== Weaponry ==&lt;br /&gt;
The CLF lack any sort of standardized weaponry. Early on in their existence the typical armament for a CLF member was either a civilian pistol or an obsolete submachine gun, supplemented by improvised explosives. While these weapons are still potentially deadly in the hands of a determined CLF fighter, they still leave a lot to be desired compared to modern weaponry.&lt;br /&gt;
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As the conflict has drawn on the cells have slowly become more heavily armed, being able to source previous generation assault rifles such as the mar-40 as well as modern plastic explosives and grenades. This has been attributed partially to the group&#039;s increased reputation and power drawing in better armaments suppliers, and partially to their improved finances due to the success of their legal and illegal ventures. Even with their more modern weaponry, the CLF tend to be critically short on heavy weapons and support weapons of any type.&lt;br /&gt;
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In 2188 CLF propaganda appeared showing CLF fighters in posession of modern UPP weaponry. When United Americas news media aired the images there was a frenzy of speculation as to the source of the modern firearms. The popular opinion, as spurred on by media speculation, is that the newly acquired arms are from corrupt generals in the UPP moving to cash in on the rich arms market in the Neroid sector. Those weapons are actually material support given to the CLF by the UPP. Unbenownst to the United Americas media, the UPP has also equipped some cells within the CLF with significant support weaponry as well. This contributed significantly to the success of the CLF in inflicting heavy damage to the USCM forces involved in Operation Tychon Tackle, especially the anti-ship missiles that the CLF otherwise would not have had the ability to produce nor the expertise to use effectively.&lt;br /&gt;
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The CLF also lack modern spacecraft armaments. Most of their naval forces consist of modified commercial vessels. These vessels are adequate when it comes to the acts of piracy that the CLF commonly commits, but are wholly inadequate in countering modern USCM vessels. Their naval vessels have inferior speed, range, armor, pdw, and armaments compared to USCM vessels. Most notably lacking is their armaments, which usually consist of batteries of modified ground based artillery. Although these armaments have been modified to function in space, they lack the projectile speed and tracking to operate effectively outside of several dozen kilometers. These ranges are considered to be &amp;quot;knife fighting distance&amp;quot; in terms of space battles, leaving ambush as the only option for effectively engaging USCM warships.&lt;br /&gt;
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&lt;br /&gt;
== Ranks ==&lt;br /&gt;
The CLF has historically been organised into loosely associated and quasi-independent cells. There are two types of CLF cells, ship based cells and ground based cells. The ship based cells are sized according to the crew requirements of their ship, usually between six and twelve members. Ground based cells tend to be similarly sized. In larger cities or when carrying out larger operations ground based cells tend to pull multiple cells together to increase their available manpower. The cells are typically led by a captain, which is usually the captain of the vessel for space based cells. Planet or station based cells usually use the same rank, but without the naval connotations. Individual ranks vary wildly between cells, if there are even ranks at all. The generally accepted term for a standard CLF soldier is a &amp;quot;fighter&amp;quot;, and the term &amp;quot;CLF Fighter&amp;quot; is used by both the USCM and the CLF themselves. While individual cells share the same overall goals and ideology, though their methods and tactics differ wildly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cells usually form stronger ties with other cells on the same planet or station. Usually one of the cells in such a group of cells will take on more of a leadership role when coordinating with other cells from other worlds. The leadership cells only maintain loose associations with other leadership cells on different worlds, and usually have no association with non-leadership cells outside of their own cell group. The exception to this is any ship based cells, which are more independant. They typically maintain loose associations with other ship based and land based cells but do not tend to group into larger networks. Ship based cells are also usually less likely to link up with other ship based cells in order to pool resources and manpower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In recent years there has been some reorganization of the CLF cell based structure. Seemingly emboldened by the recent lessening of USCM presence in the sector, some cells have begun to grow larger and to claim territory as their own. Where before cells stayed in the shadows, emerging only to strike targets of opportunity, some cells are now using the lack of USCM presence in the Neroid sector to operate more openly. These larger cells are growing to a strength of several hundred or sometimes even several thousand members, and are training in concealed camps and bases. These larger CLF organizations also typically maintain armed and armored ground vehicles and sometimes ships that have been refitted for combat duties. CLF facilities on established worlds stay hidden due to actual, willful, or coerced ignorance on behalf of the Colonial Marshals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ground Cell ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:CLF_Standard.png]]&amp;lt;br&amp;gt; Guerrilla &lt;br /&gt;
| The standard soldier in the CLF movement. Primarily recruited from the colony population and consist of various roles such as mere janitors, desk-workers, garbage-haulers, and even miners the front-line forces of the CLF movement severely lack proper military training and are forced to make use of basic instinct and what they have on hand. However, what they lack in combat is fiercely made up for with their hearts for the cause.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Tech.png]]&amp;lt;br&amp;gt; Field Technician&lt;br /&gt;
| The technicians, the CLF trained engineers primarily consist of colonists who have worked as colony generator engineers and minor maintenance technicians. Lacking in most basic equipment compared to most militaries, the engineer trained are forced to utilize creativity to create shoddy weaponry to fight back against the USCM such as outdated rifles, molotovs, and dangerous stun-prods.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Medic.png]]&amp;lt;br&amp;gt; Field Medic&lt;br /&gt;
| The medical personal of the CLF movement. Mainly consisting of colony doctors and nurses, the CLF medics are the triage for the fighters against the USCM tyranny. They are the grease and oil that ensures the fighting machine of the CLF dues not rust and grind. &lt;br /&gt;
|-&lt;br /&gt;
![[File:gunner.png]]&amp;lt;br&amp;gt;Field Specialist&lt;br /&gt;
| The tactical soldiers of the CLF movement, the specially trained consist primarily of colonial marshals who have turned against their own beliefs and chose to side with the CLF. They possess greater weapons skills then that of a standard soldier in the movement and through intense training have been able to learn and make use of heavy weaponry not available to most standards on the frontline.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Leader.png]]&amp;lt;br&amp;gt;Cell Leader&lt;br /&gt;
| The Local Leader is the brains and strategist of the local CLF cell&#039;s movement. Usually the leader is an individual who once served in the position of a colonial government or in a higher rank of a specific department on a colony. Highly looked upon by their followers the local leader coordinates the insurrection against the USCM, outgunned and outmatched they hold their ground believing that colonial freedom is worth every sacrifice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:UPP_Patch.png|64px|link=UPP]]&amp;lt;br&amp;gt;Union of Progressive Peoples&amp;lt;/center&amp;gt;&lt;br /&gt;
| The CLF hold an aggressive stance against the UPP as they are openly opposed to any major power that may try to bring them under heel. However, various cells of the CLF maintain secret ties with UPP special forces who engage in smuggling weapons and military training of guerrilla forces to fight the USCM.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:WY_Patch.png|64px|link=W-Y]]&amp;lt;br&amp;gt;Weyland-Yutani&amp;lt;/center&amp;gt;&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt;United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| The CLF is openly engaged in a war of liberation against the USCM in Neroid Sector. Firmly against the USCM harsh treatment of colonies and the UA&#039;s failure to address the worries of the health, safety, and security of the colonies the CLF is dedicated to expelling the marines from the sector and establishing independence.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|RESS}}[[File:3WE_Patch.png|64px|link=Three World Empire]]&amp;lt;br&amp;gt;Three World Empire&amp;lt;/center&amp;gt;&lt;br /&gt;
| ????&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:ReinforcedWall.png&amp;diff=25326</id>
		<title>File:ReinforcedWall.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:ReinforcedWall.png&amp;diff=25326"/>
		<updated>2023-04-19T01:56:04Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: BeagleGaming1 uploaded a new version of File:ReinforcedWall.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Girder.png&amp;diff=25325</id>
		<title>File:Girder.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Girder.png&amp;diff=25325"/>
		<updated>2023-04-19T01:55:35Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: BeagleGaming1 uploaded a new version of File:Girder.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Wall.png&amp;diff=25324</id>
		<title>File:Wall.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Wall.png&amp;diff=25324"/>
		<updated>2023-04-19T01:54:42Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: BeagleGaming1 uploaded a new version of File:Wall.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Wall.png&amp;diff=25323</id>
		<title>File:Wall.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Wall.png&amp;diff=25323"/>
		<updated>2023-04-19T01:54:07Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: BeagleGaming1 uploaded a new version of File:Wall.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:ReinforcedWall.png&amp;diff=25322</id>
		<title>File:ReinforcedWall.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:ReinforcedWall.png&amp;diff=25322"/>
		<updated>2023-04-19T01:53:15Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Maintenance_Jack.png&amp;diff=25321</id>
		<title>File:Maintenance Jack.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Maintenance_Jack.png&amp;diff=25321"/>
		<updated>2023-04-19T01:51:28Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=25320</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=25320"/>
		<updated>2023-04-19T01:50:34Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: /* 64px Experimental Vendor 64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Surgvest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Greenish synthcotton vest purpose made for carrying surgical tools in 12 self-sterilizing pockets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synth_IMP_vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3A1 Synthetic Utility Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A suit vest purpose-made for synthetics and based off of the M3 pattern armors, complete with a shoulder-mounted flashlight and a suit storage slot. Provides no protection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are fire resistant. Now no longer limited to MP personnel!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions. Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
&lt;br /&gt;
*To recharge the backpack, go up to an apc while wearing the backpack and click on the apc in grab intent.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
!Charge Cost&lt;br /&gt;
|-&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|[[File:Protective Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Protective Form&#039;&#039;&#039;&lt;br /&gt;
|Reduces brute and burn damage taken by 80%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will be unable to attack whilst this ability is active.&#039;&#039;&#039;&lt;br /&gt;
|width=100| 50 Charge&lt;br /&gt;
 |-&lt;br /&gt;
 |width=100|[[File:Immobile Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Immobile Form&#039;&#039;&#039;&lt;br /&gt;
| Immobilses you so that you won&#039;t be pushed about.&lt;br /&gt;
|width=100| 20 Charge&lt;br /&gt;
|-&lt;br /&gt;
 |width=100|[[File:Repair Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Repair Form&#039;&#039;&#039;&lt;br /&gt;
| Repairs a moderate amount of sustained damage.&lt;br /&gt;
|width=100| 100 Charge &lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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 engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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 &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:new auxiliary gear rack.PNG|64px]] Auxiliary Gear Rack  [[File:new auxiliary gear rack.PNG|64px]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical_Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}} (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). 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). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;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. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[File:Experimental_vendor.png|64px]] Experimental Vendor [[File:Experimental_vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation, via inserting the token from your equipment rack.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Experimental Tools&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Tool:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Autocompressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autocompressor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A device that gives regular compression to the victim&#039;s ribcage, used in case of urgent heart issues. Click a person with it to place it on them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Backpack_Firefighting_Watertank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Backpack Firefighting Watertank&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A refrigerated and pressurised backpack tank with an extinguisher nozzle, intended to fight fires and plug hull breaches. Can swap between extinguisher, metal foam launcher and a smaller scale metal foamer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding 5px;&amp;quot; |[[File:B5_Breaching_Hammer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;B5 Breaching Hammer&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls, but looks way too heavy for a human to use. Fits on the back slot like a fire-axe.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_defib.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This particular defibrillator has halved charge capacity compared to the standard emergency defibrillator, but can fit in your pocket. Has 10 charges.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_Nailgun.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Nailgun Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Cannot fire nails offensively due to a lack of a gas seal around the nail, meaning it cannot build up the pressure to fire.  Comes with three magazines - one loaded, and two spare.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Crew_monitor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Crew Monitor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A tool used to get coordinates to deployed personnel. It was invented after it was found out 3/4 command officers couldn&#039;t read numbers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_meson_googles.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Meson Googles&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An improved but experimental version of the standard issue meson goggles, due to increased complexity these can only be worn by synthetics. Allows for full night vision and viewing of the surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Maintenance_Jack.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;K92 Maintenance Jack&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A combination crowbar, wrench, and generally large bludgeoning device that comes in handy in emergencies. Can be used to disengage door jacks. Pretty hefty, though.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Portadialysis.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Dialysis Machine&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A man-portable dialysis machine, with a small internal battery that can be recharged. Filters out all foreign compounds from the bloodstream of whoever it&#039;s attached to, but also typically ends up removing some blood as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Telebaton.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Telescopic Baton&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A compact yet rebalanced personal defense weapon. Can be concealed when folded.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]Colony Synthetic Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=1&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]Shipside Synthetic Skillset[[File:Synth.png]]===&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Cruor.png&amp;diff=25319</id>
		<title>File:Cruor.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Cruor.png&amp;diff=25319"/>
		<updated>2023-04-18T03:01:24Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_CAUTERIZE&amp;diff=25298</id>
		<title>Template:SURGERY TOOLS CAUTERIZE</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_CAUTERIZE&amp;diff=25298"/>
		<updated>2023-04-17T02:15:10Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Cautery - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Laser Scalpel - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cigarette - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lighter - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Welding Tool - 160%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25296</id>
		<title>Template:SURGERY TOOLS INCISION</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25296"/>
		<updated>2023-04-17T02:08:57Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Scalpel: - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMS - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Laser Scalpel - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PICT - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
M5 Bayonet - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kitchen Knife - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glass Shard - 180%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25295</id>
		<title>Template:SURGERY TOOLS INCISION</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25295"/>
		<updated>2023-04-17T02:06:27Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Scalpel: - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMS - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Laser Scalpel - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PICT - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
M5 Bayonet - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kitchen Knife - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glass Shard - 180%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Combat_Correspondent&amp;diff=25024</id>
		<title>Combat Correspondent</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Combat_Correspondent&amp;diff=25024"/>
		<updated>2023-03-29T20:38:36Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDIA ORGANIZATIONS&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Combat_Correspondent.png&lt;br /&gt;
|jobtitle = Combat Correspondent&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = PRESS (Civilian Correspondent) / Corporal  (Military Correspondent)&lt;br /&gt;
|superior = Editor-in-Chief (Civilian) / Command (Military)&lt;br /&gt;
|unlock = Not available. &lt;br /&gt;
|duties = Record the on goings of the operations for media consumption.&lt;br /&gt;
|guides = This one, [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = You are a reporter for a media organization!&lt;br /&gt;
You report on anything and everything that you deem fit to put within the pages of the news. &lt;br /&gt;
&lt;br /&gt;
As a Civilian Correspondent, you answer to an editor who runs the press organization that you are a part of.&lt;br /&gt;
As a Military Correspondent, you answer to the commanding officer. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;I&#039;ve Covered Wars, You know.&#039;&#039;&amp;quot; ― Frank West&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Role =&lt;br /&gt;
Your goal as the combat correspondent is report on anything that you deem interesting enough to grace the pages within the news. Your office is located just south of the telecommunications of the Almayer. You are primarily a roleplay role, so for the most part your words will be doing all the talking. Correspondents come in two types that can be changed in the preference menu.&lt;br /&gt;
&lt;br /&gt;
Civilian Correspondents are part of the public media organizations, you aren&#039;t part of the marine force so you don&#039;t have to answer to command and they can deny you anything that isn&#039;t a right to any civilian. Military Correspondents are part of the Marines and thus respond to the Commanding Officer that is in charge. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
* You have a Camera, right clicking on it allows you to change your zoom level&lt;br /&gt;
* You have a Tape Recorder. As the name implies you can record audio on tape, and print transcripts of said audio&lt;br /&gt;
* You have clothes within your office, including a set of armor that can hold things&lt;br /&gt;
* Your office has a photo album, it can store up to 10 photos inside of it. The photo album can be put inside of bags&lt;br /&gt;
* Your office has additional Tapes and Photo Cartridges if you need more to record more things &lt;br /&gt;
* You have notepad to write any important details that you may wish to jot down&lt;br /&gt;
* You have access to all comms for marines irregardless of which correspondent is chosen. Listen on to any juicy bits of info that can be put in the news.&lt;br /&gt;
&lt;br /&gt;
=The Fax Machine=&lt;br /&gt;
Within your office is also the Fax machine. With this you can send papers regarding whatever you have written to various press organizations. You can also send transcripts of audio logs that you have recorded, just click on the tape recorder and press the print transcript button.&lt;br /&gt;
&lt;br /&gt;
What to Report on? Here&#039;s a general list of things you can report on, but remember that roleplay is the main idea with the Correspondent so get creative.&lt;br /&gt;
* Give general status reports about the operation in progress&lt;br /&gt;
* Make a scandalous headline about how marines act and behave.&lt;br /&gt;
* Ask marines, command, and survivors questions on their favorite type of pizza &lt;br /&gt;
* Record a discussion from the medical staff on how a marine overdosed themselves on coffee&lt;br /&gt;
* Take pictures of various other forms of life&lt;br /&gt;
* Attempt to have discussions with hostile lifeforms and get it recorded.&lt;br /&gt;
&lt;br /&gt;
Remember that a real person has to respond to your reports, and that their primary concern is that the server is being well moderated. As such there may not be much sent back to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
----&lt;br /&gt;
* Ask people questions, and prod at them—people like talking, especially about themselves.&lt;br /&gt;
* If they seem busy, try at another time, they might be free then.&lt;br /&gt;
* You can go ground side as either Correspondent, within reason.&lt;br /&gt;
* If you are a military correspondent, you are there to make the marines look good. So try and catch all the heroic moments.&lt;br /&gt;
* You can turn on squad comms from your headset to listen in on what&#039;s going on and jot it down on your notepad&lt;br /&gt;
* Keep in mind that the Various Press Organizations are Staff, just a person.&lt;br /&gt;
* Templates for reporting can be found [[Guide_to_Paperwork | Here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Combat_Correspondent.png]]Civilian Correspondent Skillset[[File:Combat_Correspondent.png]]===&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|vehicles=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Military_Correspondent.png]]Military Correspondent Skillset[[File:Military_Correspondent.png]]===&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Combat_Correspondent&amp;diff=25023</id>
		<title>Combat Correspondent</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Combat_Correspondent&amp;diff=25023"/>
		<updated>2023-03-29T20:38:15Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDIA ORGANIZATIONS&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Combat_Correspondent.png&lt;br /&gt;
|jobtitle = Combat Correspondent&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = PRESS (Civilian Correspondent) / Corporal  (Military Correspondent)&lt;br /&gt;
|superior = Editor-in-Chief (Civilian) / Command (Military)&lt;br /&gt;
|unlock = Not available. &lt;br /&gt;
|duties = Record the on goings of the operations for media consumption.&lt;br /&gt;
|guides = This one, [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = You are a reporter for a media organization!&lt;br /&gt;
You report on anything and everything that you deem fit to put within the pages of the news. &lt;br /&gt;
&lt;br /&gt;
As a Civilian Correspondent, you answer to an editor who runs the press organization that you are a part of.&lt;br /&gt;
As a Military Correspondent, you answer to the commanding officer. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;I&#039;ve Covered Wars, You know.&#039;&#039;&amp;quot; ― Frank West&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Role =&lt;br /&gt;
Your goal as the combat correspondent is report on anything that you deem interesting enough to grace the pages within the news. Your office is located just south of the telecommunications of the Almayer. You are primarily a roleplay role, so for the most part your words will be doing all the talking. Correspondents come in two types that can be changed in the preference menu.&lt;br /&gt;
&lt;br /&gt;
Civilian Correspondents are part of the public media organizations, you aren&#039;t part of the marine force so you don&#039;t have to answer to command and they can deny you anything that isn&#039;t a right to any civilian. Military Correspondents are part of the Marines and thus respond to the Commanding Officer that is in charge. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
* You have a Camera, right clicking on it allows you to change your zoom level&lt;br /&gt;
* You have a Tape Recorder. As the name implies you can record audio on tape, and print transcripts of said audio&lt;br /&gt;
* You have clothes within your office, including a set of armor that can hold things&lt;br /&gt;
* Your office has a photo album, it can store up to 10 photos inside of it. The photo album can be put inside of bags&lt;br /&gt;
* Your office has additional Tapes and Photo Cartridges if you need more to record more things &lt;br /&gt;
* You have notepad to write any important details that you may wish to jot down&lt;br /&gt;
* You have access to all comms for marines irregardless of which correspondent is chosen. Listen on to any juicy bits of info that can be put in the news.&lt;br /&gt;
&lt;br /&gt;
=The Fax Machine=&lt;br /&gt;
Within your office is also the Fax machine. With this you can send papers regarding whatever you have written to various press organizations. You can also send transcripts of audio logs that you have recorded, just click on the tape recorder and press the print transcript button.&lt;br /&gt;
&lt;br /&gt;
What to Report on? Here&#039;s a general list of things you can report on, but remember that roleplay is the main idea with the Correspondent so get creative.&lt;br /&gt;
* Give general status reports about the operation in progress&lt;br /&gt;
* Make a scandalous headline about how marines act and behave.&lt;br /&gt;
* Ask marines, command, and survivors questions on their favorite type of pizza &lt;br /&gt;
* Record a discussion from the medical staff on how a marine overdosed themselves on coffee&lt;br /&gt;
* Take pictures of various other forms of life&lt;br /&gt;
* Attempt to have discussions with hostile lifeforms and get it recorded.&lt;br /&gt;
&lt;br /&gt;
Remember that a real person has to respond to your reports, and that their primary concern is that the server is being well moderated. As such there may not be much sent back to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
----&lt;br /&gt;
* Ask people questions, and prod them—people like talking, especially about themselves.&lt;br /&gt;
* If they seem busy, try at another time, they might be free then.&lt;br /&gt;
* You can go ground side as either Correspondent, within reason.&lt;br /&gt;
* If you are a military correspondent, you are there to make the marines look good. So try and catch all the heroic moments.&lt;br /&gt;
* You can turn on squad comms from your headset to listen in on what&#039;s going on and jot it down on your notepad&lt;br /&gt;
* Keep in mind that the Various Press Organizations are Staff, just a person.&lt;br /&gt;
* Templates for reporting can be found [[Guide_to_Paperwork | Here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Combat_Correspondent.png]]Civilian Correspondent Skillset[[File:Combat_Correspondent.png]]===&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|vehicles=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Military_Correspondent.png]]Military Correspondent Skillset[[File:Military_Correspondent.png]]===&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:M4RA_Ammunition&amp;diff=24873</id>
		<title>Template:M4RA Ammunition</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:M4RA_Ammunition&amp;diff=24873"/>
		<updated>2023-03-12T22:30:45Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: BeagleGaming1 moved page Template:M4RA Ammunition to Template:M4RA Custom Ammunition: The M4RA is a separate gun now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:M4RA Custom Ammunition]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:M4RA_Custom_Ammunition&amp;diff=24872</id>
		<title>Template:M4RA Custom Ammunition</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:M4RA_Custom_Ammunition&amp;diff=24872"/>
		<updated>2023-03-12T22:30:45Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: BeagleGaming1 moved page Template:M4RA Ammunition to Template:M4RA Custom Ammunition: The M4RA is a separate gun now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4RAmag.png]]&lt;br /&gt;
[[#A19 High Velocity Magazine|&#039;&#039;&#039;A19 High Velocity Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 55&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
&lt;br /&gt;
|Holds eighteen (18) 10x24mm high velocity rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4RA-Incen-mag.png]]&lt;br /&gt;
[[#A19 High Velocity Incendiary Magazine|&#039;&#039;&#039;A19 High Velocity Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
&lt;br /&gt;
|Holds eighteen (18) 10x24mm high velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4RA_Impact_mag.png]]&lt;br /&gt;
[[#A19 High Velocity Impact Magazine|&#039;&#039;&#039;A19 High Velocity Impact Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 50&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;: 0.5&lt;br /&gt;
&lt;br /&gt;
|Holds eighteen (18) 10x24mm high velocity Impact rounds. Will knockback and stun most targets hit with this round or staggering them.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:M4RA]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Lurker&amp;diff=24699</id>
		<title>Lurker</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Lurker&amp;diff=24699"/>
		<updated>2023-02-03T20:06:27Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: /* Vampire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Warrior.png&lt;br /&gt;
|castetitle = Lurker&lt;br /&gt;
|evolves_from = [[Runner]]&lt;br /&gt;
|evolves_to = [[Ravager]]&lt;br /&gt;
|role = A highly mobile alien which packs a punch, good for ambushing and general harassment of the marines supply lines. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The &#039;&#039;&#039;Lurker&#039;&#039;&#039; is a large step up from the [[Runner]] that precedes it. What it loses in speed and agility is largely gained in becoming a fearsome and destructive force, capable of &#039;&#039;&#039;effortlessly slaughtering any single [[Marines|tallhost]] that it finds wandering alone&#039;&#039;&#039;, where a Runner might have needed to go for a long, sloppy brawl to secure a kill.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Lurker is not as fast as the Runner and its &#039;&#039;&#039;&amp;lt;code&amp;gt;Pounce&amp;lt;/code&amp;gt;&#039;&#039;&#039; is more cumbersome, having him pin down his target instead of simply flooring him, as well as the need to be cloaked, for the pounce to actually work. However, its attack quickly becomes devastating, capable of tearing a tallhost apart once subdued, meaning that they will usually stand no chance if caught with their pants down. Its health is nothing to laugh at, although it will still go down quickly if focus fired by a group.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Hunt_stalk_HUD.gif|thumb]]The Lurker loses its ability to hide under objects, being a caste of much greater stature, but it gains a fascinating ability to &#039;&#039;&#039;Cloak&#039;&#039;&#039;  on activation, for 30 seconds. While the Cloak is far from perfect and will easily be spotted when moving or hiding on a bright background, it will allow the Lurker to hide in far more spots, and to spring ambushes even in the open if it finds a good spot.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Lurker ==&lt;br /&gt;
As a Lurker, you lose your ability to easily dodge attacks in exchange for more solid health and a greater attack. As such, you become more of an ambush caste, with an ability to skirmish and seriously wound tallhosts using hit and run attacks. Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; helps you to set up ambushes, meaning you can wait for the perfect moment to strike instead of making a risky sprint into a potential target, which could reveal an off-screen group accompanying them, a turret, anything that could ruin your day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While you keep your ability to &#039;&#039;&#039;&amp;lt;code&amp;gt;Pounce&amp;lt;/code&amp;gt;&#039;&#039;&#039;, it is important to note that its purpose shifted from a disarming pounce that you and the tallhost will recover from quickly, to a disabling pin that will cause both you and your target to be floored for a significant duration, allowing you to tear them apart while they lay defenseless on the floor. This does mean however that pouncing on someone in the middle of a group will almost certainly get you killed, so avoid it at all costs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; is a fantastic tool. While it is not as reliable as the Runner&#039;s Hiding to conceal you for long periods of time, it can allow you to blend into the environment in a pinch to find and subdue a target. The fewer tallhosts expect you, the less they will think to carefully scan their surroundings for that one shimmer in the distance. And remember that cloaking will make you much faster, but it only lasts for 30 seconds. If tallhosts are tracking you down, they will probably see through your cloak unless you find an excellent spot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Should you find yourself in direct combat, you are still a formidable foe, although you will not take as many shots as your bigger sisters to knock down. It is important that you try and run on the flanks as much as possible, using your Cloak wisely to close the distance without being sprayed down by gunfire from alert and ready Marines.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at target, pining the victim on the ground and causes them to drop their weapons, but only if you are invisible. Lasts longer than a Runner&#039;s pounce, but also makes you immobile for a short duration while you pin the target down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Turn-Invisible.png]]&amp;lt;br&amp;gt;Turn Invisible&lt;br /&gt;
|Turns you partially invisible for 30 (thirty) seconds. While invisible, your movement speed is drastically increased. The further you are from friendly a alien, the faster you are. If you attack or pounce on a target, your invisibility will wear off. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crippling-Strike.png]]&amp;lt;br&amp;gt;Crippling Strike&lt;br /&gt;
|The next target you slash will receive extra damage and be slowed down. This will only work on resting targets. If you attack a target standing while the ability is active, it will use up the strike and the target won&#039;t receive extra damage nor the slow down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma, cooldown: 12 seconds.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Strains|Vampire]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Strain Abilities===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Vampire====&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: 390&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Slightly faster movement speed - just under that of a cloaked lurker, but always active.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]] &amp;lt;br&amp;gt; Rush&lt;br /&gt;
|A four-tile pounce that causes your targets screen to shake. This ability does not stun them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 6 seconds, reduced to 3 on a successful rush.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_spray.png]]&amp;lt;br&amp;gt;Flurry&lt;br /&gt;
|An attack that has a range of 1x3 tiles, dealing 30 damage per target and healing you for 30 HP. A short slow is also applied to you upon landing it. This will hit a random limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pierce.png]]&amp;lt;br&amp;gt;Tail Jab&lt;br /&gt;
|An AoE attack that telegraphs its hit pattern akin to a Ravagers Scissor Cut, dealing 35 damage and healing you for 30 HP, alongside pushing the target back. If you click on the sprite of your target with it, it will deal an extra 15, for a total of 50 damage, alongside throwing them back. If they impact an obstacle such as a wall, window, door or barricade, they will take more damage and will temporarily be stunned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Headbite_Ability_Icon.png]]&amp;lt;br&amp;gt;Headbite&lt;br /&gt;
|A high-damage attack that bypasses all armor, instantly killing your target and healing you for 150 HP. Requires your target to be unconscious and adjacent to you, and has a 0.8 second windup before it will hit them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lurker Tactics ==&lt;br /&gt;
* Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; is best used when stationary and on a dark background. Moving will not make you any more visible, but humans will have a far easier time spotting your shimmer if it&#039;s moving across tiles. Darkness also works fairly well in concealing you, although it is not necessary. Since the tiling used in colonies is often bright outside of bathrooms, maintenance areas, and high-security areas, you might have trouble finding spots to hide in buildings.&lt;br /&gt;
&lt;br /&gt;
* Isolated targets are in essence free kills for you. A single Pounce will disarm them and floor them for long enough for you to start the fight with a handful of slashes. At this point, they might have a window to fight back, but they will undoubtedly be wounded. Make a simple evasive maneuver to avoid CQC weapons like buckshot shotguns and pounce again, and you should have them in the bag.&lt;br /&gt;
&lt;br /&gt;
* If you do need to brawl against a group, or partake in a massive fight, only use your Pounce for evasive maneuvers, and use your regular speed to get close to Marines and slash them. Of course, it is heavily recommended to approach from the rear or sides.&lt;br /&gt;
&lt;br /&gt;
*Your pounce can be used to quickly cover distance, and will let you leap into windows immediately instead of having to climb on top of them. While still not as smooth as a runner simply running over it, this will allow you to travel faster. Be careful though, pouncing into a window frame will stop your movement, so if you do it to attack a host behind it will cause you to stop on the frame. If your target has a shotgun this can end very poorly for you.&lt;br /&gt;
&lt;br /&gt;
== Lurker Evolution ==&lt;br /&gt;
&lt;br /&gt;
Lurkers can only &#039;&#039;&#039;Evolve&#039;&#039;&#039; into one possible caste, being the Ravager:&lt;br /&gt;
&lt;br /&gt;
* The [[Ravager]] is the ultimate combat form of the [[Runner]]&#039;s evolution tree. While it loses some more speed, it grows into a large and powerful Alien, capable of utterly destroying humans even under fire. Your Pounce will no longer pin tallhosts, instead of knocking them off their feet, allowing you to come in for a devastating blow immediately. Your attacks also gain an increased damage, allowing you to unleash devastating blows. You also gain some resistance to explosive stuns (depending on the strain) and immunity to damage from fire, allowing you to engage into fights that would be ill-advised to even the most seasoned Lurkers.&lt;br /&gt;
&lt;br /&gt;
== Lurker Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=4&lt;br /&gt;
|meleehigh=4&lt;br /&gt;
|health=5&lt;br /&gt;
|plasmaregen=8&lt;br /&gt;
|plasma=4&lt;br /&gt;
|explosiveresist=2&lt;br /&gt;
|speed=8&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=24666</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=24666"/>
		<updated>2023-01-27T20:27:50Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: /* Medical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Header&lt;br /&gt;
 |PrimaryColor = #C90000&lt;br /&gt;
 |SecondaryColor = #ffffff&lt;br /&gt;
 |HeaderContent = OOC Note&lt;br /&gt;
 |SubContent = Only [[Doctor|Doctors]], [[Researcher|Researchers]], [[Nurse|Nurses]] and the [[Chief Medical Officer|CMO]] should be messing with chemical substances. [[Squad Medic|Squad Medics]] should be aware of overdose thresholds and medications that cause harm when mixed in a patient.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Tools of the Trade=&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units). [[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click &amp;quot;create bottle&amp;quot; several times to get a bunch of 60u containers for free. You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
# &#039;&#039;&#039;Vendor&#039;&#039;&#039;: Holds restockable vials of key reagents, syringes for faster chemical synthesizing.&lt;br /&gt;
# &#039;&#039;&#039;Beakers&#039;&#039;&#039;: Several empty beakers that can be used for various purposes, such as storing mixes for the cryo-cells.&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.&lt;br /&gt;
# &#039;&#039;&#039;Boxes of pill bottles&#039;&#039;&#039;: Empty pill bottles to hold up to 16 pills per bottle.&lt;br /&gt;
# &#039;&#039;&#039;Dropper and 2 beakers of Cryoxadone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beakers and Bottles&#039;&#039;&#039; || &lt;br /&gt;
* Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. &lt;br /&gt;
* They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dropper&#039;&#039;&#039; || &lt;br /&gt;
* Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe&#039;&#039;&#039; || &lt;br /&gt;
* Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injector&#039;&#039;&#039; || &lt;br /&gt;
* Default ones hold 15u max. Injectors with bigger capacity can be made at the medilathe in research. They can be filled at the centrifuge in research. Pre-loaded injectors cannot be filled with more than their initial amount, for example a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill&#039;&#039;&#039; || &lt;br /&gt;
* 60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and it&#039;s contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill Bottle&#039;&#039;&#039; || &lt;br /&gt;
* Holds 16 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hypospray&#039;&#039;&#039; || &lt;br /&gt;
* Holds three syringes/bottles/injectors.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe Case&#039;&#039;&#039; || &lt;br /&gt;
* Holds 30 units, comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe. Instantly injects 5u doses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Labellers and Pens&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
*Labels can be put on most things you can click on. Only one label may be applied to an item. Activate the labeller without entering a label to remove them.&lt;br /&gt;
*Pens replace the name of a chem-master bottle, so instead of bottle (Peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Chemical mixes=&lt;br /&gt;
Various common mixes of medical reagents ordered by squad medics. &#039;&#039;&#039;All of these recipes assume that you are using a bluespace beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mix Name !! Vendor and Chem Dispenser !! Chem Dispenser&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;IA&#039;&#039;&#039;. Results in 160u of Imidazoline and 80u of Alkysine.&lt;br /&gt;
Overdoses 30u for both reagents (3 pills).&lt;br /&gt;
Used for healing brain damage and eye damage. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Dylovene from the Chem Dispenser.&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Chlorine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Hydrogen&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Silicon, &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen, &#039;&#039;&#039;40u&#039;&#039;&#039; Potassium to make &#039;&#039;&#039;120u&#039;&#039;&#039; of Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Chlorine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Hydrogen&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;MB&#039;&#039;&#039;. Results in 120u of [[#Meralyne|Meralyne]] and 120u of [[#Bicaridine|Bicaridine]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[#Meralyne|Meralyne]] and 30u of [[#Bicaridine|Bicaridine]] (2 and 3 pills respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals Brute damage. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Carbon, &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Sugar&lt;br /&gt;
&lt;br /&gt;
Remove  &#039;&#039;&#039;20u&#039;&#039;&#039; Bicaridine using the ChemMaster to have &#039;&#039;&#039;120u&#039;&#039;&#039; of Bicaridine and &#039;&#039;&#039;120u&#039;&#039;&#039; Meralyne.&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;KD&#039;&#039;&#039;. Results in 120u of [[#Kelotane|Kelotane]] and 120u of [[#Dermaline|Dermaline]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses on 30u of [[#Kelotane|Kelotane]] and 15u of [[#Dermaline|Dermaline]] (2 pills).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals burn damage. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosphorus&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Carbon, Silicon, Silicon, Oxygen, Phosphorus.&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;TB&#039;&#039;&#039;. Results in 240u of [[#Bicaridine|Bicaridine]] and 240u of [[#Tricordrazine|Tricordrazine]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at 30u for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals brute damage at a moderate rate and also slowly heals burns and toxin damage. &lt;br /&gt;
|| &lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Inaprovaline,&lt;br /&gt;
* Add &#039;&#039;&#039;120u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Dylovene&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Inaprovaline,&lt;br /&gt;
* Add &#039;&#039;&#039;120u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Dylovene&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor.&lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Sugar, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Carbon, Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; Nitrogen, Potassium, Silicon&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Sugar, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Carbon, Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; Nitrogen, Potassium, Silicon&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&lt;br /&gt;
More commonly referred to as &#039;&#039;&#039;NW&#039;&#039;&#039;. Helps deal with [[#Tramadol|Tramadol]] overdoses by reacting with in the body to create [[#Paracetamol|Paracetamol]], which has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[#Tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tramadol overdose &#039;&#039;&#039;neutralizer&#039;&#039;&#039;. Does &#039;&#039;&#039;not&#039;&#039;&#039; fix toxin damage caused by the overdose.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This medical reagent has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;. It should however be noted that [[#Tramadol|Tramadol]] and [[#Paracetamol|Paracetamol]] are toxic when mixed together. It is advised to double check the patient for high levels of tramadol before using &#039;&#039;&#039;NW&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of NW do not work if there is [[#Inaprovaline|Inaprovaline]] present in the recipient. As [[#Inaprovaline|Inaprovaline]] stops &#039;&#039;&#039;all&#039;&#039;&#039; reactions taking place inside the body.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|| N/A &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; of Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; of Water&lt;br /&gt;
&lt;br /&gt;
Split into 4. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&lt;br /&gt;
Also known as it&#039;s chemical name of &#039;&#039;&#039;Fe&#039;&#039;&#039;. Adding [[#Sugar|Sugar]] to the mixture does not help restore more blood. [[#Sugar|Sugar]] is nutritious to an extent (NTR 1) but not Hemogenic. Results in 240u of [[#Iron|Iron]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hemogenic level 3 (HMG 3). Restores lost blood faster. &lt;br /&gt;
|| &lt;br /&gt;
N/A &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; of [[#Iron|Iron]]&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{anchor|ironsugar}}[[#ironsugar|&#039;&#039;&#039;IronSugar (7.5u, 7.5u)&#039;&#039;&#039;]]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Also known as &#039;&#039;&#039;IS&#039;&#039;&#039;. An objectively less effective version of just Iron. Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of Sugar and &#039;&#039;&#039;120u&#039;&#039;&#039; of Iron.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; due to the Iron being present in the reagent. &amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
N/A&lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Iron,&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Sugar&lt;br /&gt;
&lt;br /&gt;
Split to 16. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|atd}}[[#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (5u, 5u, 5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;ATD&#039;&#039;&#039;. Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Dylovene|Dylovene]], and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[#Dylovene|Dylovene]] and [[#Tricordrazine|Tricordrazine]]. (3 and 4 pills respectively).&lt;br /&gt;
&lt;br /&gt;
Potent Toxin damage healer. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosperous,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Inaprovaline&lt;br /&gt;
&lt;br /&gt;
Remove &#039;&#039;&#039;40u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]] to make &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Dylovene|Dylovene]], and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]]&lt;br /&gt;
Split into 16 pills. &amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;55u&#039;&#039;&#039; Silicon, &#039;&#039;&#039;55u&#039;&#039;&#039; Carbon, &#039;&#039;&#039;55u&#039;&#039;&#039; Potasssium to make &#039;&#039;&#039;165u&#039;&#039;&#039; of Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosperous,&lt;br /&gt;
*Add &#039;&#039;&#039;15u&#039;&#039;&#039; Oxygen, &#039;&#039;&#039;15u&#039;&#039;&#039; Sugar, &#039;&#039;&#039;15u&#039;&#039;&#039; Carbon to make &#039;&#039;&#039;45u&#039;&#039;&#039; of Inaprovaline&lt;br /&gt;
 &lt;br /&gt;
Remove &#039;&#039;&#039;5u&#039;&#039;&#039; Dylovene and &#039;&#039;&#039;5u&#039;&#039;&#039; Inaprovaline using the Chemaster to have 80u of [[#Arithrazine|Arithrazine]], 80u of [[#Dylovene|Dylovene]], and 80u of [[#Tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;Dex+&#039;&#039;&#039;. Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[#Dexalin Plus|Dexalin Plus]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overdoses on 15u of [[#Dexalin Plus|Dexalin Plus]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dexalin Plus instantly removes any initial oxygen damage.&amp;lt;br&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Dexalin,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Iron&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
 || &lt;br /&gt;
*Add &#039;&#039;&#039;23u&#039;&#039;&#039; of Phoron (grind a bar up and use a dropper)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Iron&lt;br /&gt;
&lt;br /&gt;
To fill up a bottle of Dex+, split ONLY the 120u of Dex+ into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Iron&lt;br /&gt;
&lt;br /&gt;
Repeat the above step for 3 more times.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Description !! Bottle !! Tank&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UNGA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UNGA is a mix of commonly used medicines combined into one substance: &amp;quot;UNGA juice&amp;quot;. The final product should be pink once everything is mixed in. &#039;&#039;&#039;UNGA should only be bottled (60u), do not make UNGA pills.&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
OD limits depend on the chemicals in contained in the UNGA juice. The OD limit for this version of UNGA will be &#039;&#039;&#039;15u&#039;&#039;&#039; due to containing Dermaline. It is recommended to add all the medicines in the Bluespace beaker first, then remove certain amounts in the ChemMaster so that every chemical is 12u. This used to make a full bottle (60u) containing equal proportions.&lt;br /&gt;
&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Tricordrazine,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Dermaline,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Oxycodone,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Meralyne&lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; Inaprovaline,&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosphorus,&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; Oxycodone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
The amount of a certain chemical in a marine&#039;s blood decreases by its &#039;&#039;&#039;metabolism&#039;&#039;&#039; value every life tick. Life ticks happen once every 2 seconds. The &amp;quot;effect&amp;quot; column contains the chemical&#039;s effects per tick unless stated otherwise.&lt;br /&gt;
The ratio column indicates how much of the chem you get when mixing. For example: a chem with a ratio of 4:4 takes 4 units of its component chemicals to make 4 units of the chemical itself.&lt;br /&gt;
Chems marked with &#039;&#039;&#039;(CATALYST)&#039;&#039;&#039; are not expended during the reaction.&lt;br /&gt;
The &amp;quot;OD&amp;quot; column for some chemicals has two numbers. The first is the threshold for the &amp;quot;normal&amp;quot; OD, the second is for critical OD. The next column &amp;quot;OD effects&amp;quot; contains the consequences of overdosing on this reagent. &#039;&#039;&#039;(C)&#039;&#039;&#039; indicates the effect of a critical overdose.&lt;br /&gt;
&lt;br /&gt;
Cocktails and drinks can be found [[Drinks|here]]. &lt;br /&gt;
&lt;br /&gt;
==Basic==&lt;br /&gt;
Most of these chemicals have little use outside of making more complex ones and can be acquired while on the Almayer from chemical dispensers or via other means. &lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|water}}[[#water|Water]]&lt;br /&gt;
|&lt;br /&gt;
* Gets things wet. &lt;br /&gt;
* Extinguishes fires.&lt;br /&gt;
* Explodes when mixed with [[#potassium|potassium]].&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Water}}&lt;br /&gt;
|3:1&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|holywater}}[[#holywater|Holy Water]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethanol}}[[#ethanol|Ethanol]]&lt;br /&gt;
|&lt;br /&gt;
* Basic alcohol type. [[Drinks#Alcoholic|All other ones]] are a subtype of this.&lt;br /&gt;
* Gets you drunk.&lt;br /&gt;
* Can be used to remove ink from paper.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ALH|ALH]] 4&lt;br /&gt;
* [[Researcher#FUL|FUL]] 3&lt;br /&gt;
* [[Researcher#OXI|OXI]] 3&lt;br /&gt;
* [[Researcher#FLW|FLW]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethanol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxygen}}[[#oxygen|Oxygen]]&lt;br /&gt;
|&lt;br /&gt;
* Fire.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Oxygen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|copper}}[[#copper|Copper]]&lt;br /&gt;
|&lt;br /&gt;
* Green fire colouring&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Copper}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogen}}[[#nitrogen|Nitrogen]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nitrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hydrogen}}[[#hydrogen|Hydrogen]]&lt;br /&gt;
|&lt;br /&gt;
* Explosives&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hydrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassium}}[[#potassium|Potassium]]&lt;br /&gt;
|&lt;br /&gt;
* Explodes when mixed with water.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mercury}}[[#mercury|Mercury]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 7 brain damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mercury}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Deals 12 brain damage per tick&lt;br /&gt;
* Makes you jittery&lt;br /&gt;
* Makes you drowsy&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulfur}}[[#sulfur|Sulfur]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphur}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carbon}}[[#carbon|Carbon]]&lt;br /&gt;
|&lt;br /&gt;
* Chemfire modifier&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Carbon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chlorine}}[[#chlorine|Chlorine]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute and burn damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chlorine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute and burn damage&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute and burn damage&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorine}}[[#fluorine|Fluorine]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Flourine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sodium}}[[#sodium|Sodium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sodium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phosphorus}}[[#phosphorus|Phosphorus]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phosphorus}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lithium}}[[#lithium|Lithium]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Makes you less confused and sends messages in chat.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXI|OXI]] 1&lt;br /&gt;
* [[Researcher#PST|PST]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lithium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brain damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you hallucinate&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Nutriment}}[[#nutriment|Nutriment]]&lt;br /&gt;
|&lt;br /&gt;
* Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
* [[#NTR|NTR]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nutriment}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sugar}}[[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
* Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
* [[#NTR|NTR]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sugar}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|iron}}[[#iron|Iron]]&lt;br /&gt;
|&lt;br /&gt;
* Restores lost blood&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HMG|HMG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Iron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Applies 6 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you really hungry&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|gold}}[[#gold|Gold]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Gold}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silver}}[[#silver|Silver]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silver}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|uranium}}[[#uranium|Uranium]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 radiation damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Uranium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|aluminium}}[[#aluminium|Aluminium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Aluminium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silicon}}[[#silicon|Silicon]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silicon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|weldingfuel}}[[#weldingfuel|Welding Fuel]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FUL|FUL]] 5&lt;br /&gt;
* [[Researcher#OXI|OXI]] 3&lt;br /&gt;
* [[Researcher#VIS|VIS]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Welding Fuel}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phoron}}[[#phoron|Phoron]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phoron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|radium}}[[#radium|Radium]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 radiation damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Radium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
These chemicals are used for healing damage and generally keeping marines healthy. Some reagents that technically don&#039;t have a tangible gameplay effect but are in the medical chem code are included. (Mainly various antidepressants)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; scope=col class=unsortable |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; scope=col class=unsortable |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; scope=col class=unsortable |Recipe&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; scope=col class=unsortable |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; scope=col class=unsortable |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; scope=col class=unsortable |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; scope=col class=unsortable |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|inaprovaline}}[[#inaprovaline|Inaprovaline]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents gaining further oxygen damage from being in crit.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CSL|CSL]] 3&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Inaprovaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* Causes Jitter&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0,5 heart damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paracetamol}}[[#paracetamol|Paracetamol]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paracetamol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ryetalyn}}[[#ryetalyn|Ryetalyn]]&lt;br /&gt;
|&lt;br /&gt;
* Fixes disabilities and disfigurements.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#AID|AID]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ryetalyn}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you confused.&lt;br /&gt;
* Deals 1 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 radiation damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tramadol}}[[#tramadol|Tramadol]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 5&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Tramadol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 2.5 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 7.5 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxycodone}}[[#oxycodone|Oxycodone]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 8&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Oxycodone}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 20&lt;br /&gt;
* 30&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 4 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|leporazine}}[[#leporazine|Leporazine]]&lt;br /&gt;
|&lt;br /&gt;
* Attempts to stabilise your temperature.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TSL|TSL]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Leporazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|kelotane}}[[#kelotane|Kelotane]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 2 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ACR|ACR]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Kelotane}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute and toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dermaline}}[[#dermaline|Dermaline]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 3 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ACR|ACR]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dermaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 brute and toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Meralyne}}[[#dermaline|Meralyne]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 3 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Meralyne}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 burn damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 burn and 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalin}}[[#dexalin|Dexalin]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 4 oxygen damage. &amp;lt;!--The code for this shit is weird. It looks like it should remove ALL oxygen damage, like dex+, but it doesn&#039;t. So I used the formula for if it doesn&#039;t.--&amp;gt;&lt;br /&gt;
* Removes 4u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXG|OXG]] 4&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Dexalin}}&lt;br /&gt;
|2,1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalinplus}}[[#dexalinplus|Dexalin Plus]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs all oxygen damage instantly.&lt;br /&gt;
* Removes 6u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXG|OXG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dexalin Plus}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tricordrazine}}[[#tricordrazine|Tricordrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5 brute damage.&lt;br /&gt;
* Heals 0.5 burn damage.&lt;br /&gt;
* Heals 0.5 toxin damage.&lt;br /&gt;
* Heals 0.5 oxygen damage.&lt;br /&gt;
* Removes 1u of &amp;lt;!--[[#generictoxin|generic toxin]] and--&amp;gt; all types of [[#toxin|toxin]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#ACR|ACR]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#OXG|OXG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Tricordrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 0.5 burn damage&lt;br /&gt;
* Deals 0.5 brute damage.&lt;br /&gt;
* Deals 0.25 toxin damage.&lt;br /&gt;
* Deals 0.5 Eye damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brute damage.&lt;br /&gt;
* &amp;quot;(C)&amp;quot; Sleeps you&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dylovene}}[[#dylovene|Dylovene]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 toxin damage.&lt;br /&gt;
* Removes 1u of [[#toxin|toxin]] of any type.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker toxin]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]]&lt;br /&gt;
* Reduces the potency of hallucinations and other drug related effects.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 2&lt;br /&gt;
* [[Researcher#AHL|AHL]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Dylovene}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 eye damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|adminordrazine}}[[#adminordrazine|Adminordrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thwei}}[[#thwei|Thwei]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1,2 brute damage.&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Heals 1 organ damage.&lt;br /&gt;
* Removes 1u of [[#toxin|toxin]] of any type.&lt;br /&gt;
* Heals all oxygen damage.&lt;br /&gt;
* Removes 6u of [[#lexorin|lexorin]].&lt;br /&gt;
* Heals 6 radiation damage per tick.&lt;br /&gt;
* Repairs bones (splinted/unsplinted in minutes)&lt;br /&gt;
** Chest and groin:  3 / 7&lt;br /&gt;
** Head: 1 / 5&lt;br /&gt;
** Hands and feet: 0,5 / 0,5&lt;br /&gt;
** Arms and legs: 0,5 / 1&lt;br /&gt;
* Rapidly restores lost blood.&lt;br /&gt;
** &#039;&#039;&#039;(HUMAN ONLY)&#039;&#039;&#039; After blood is over maximum starts deals 9 brute, 9 burn and 18 oxygen damage per tick.&lt;br /&gt;
* Fixes disabilities and disfigurements.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]].&lt;br /&gt;
* Weakens drug related effects.&lt;br /&gt;
* Removes 6u of [[#ethanol|ethanol]] and [[Drinks|other alcohol]].&lt;br /&gt;
* Fixes confusion, stuttering, temporary blindness, dizziness, jitteriness and wakes you up.&lt;br /&gt;
* Fixes eye damage.&lt;br /&gt;
* Cures the zombie virus (black goo).&lt;br /&gt;
* Cures a certain other rare disease. &amp;lt;!--As with anti-zed. Not giving a precise explanation--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#XMB|XMB]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#HMG|HMG]] 9&lt;br /&gt;
* [[Researcher#OXG|OXG]] 6&lt;br /&gt;
* [[Researcher#ACG|ACG]] 6&lt;br /&gt;
* [[Researcher#BNM|BNM]] 6&lt;br /&gt;
* [[Researcher#AID|AID]] 1&lt;br /&gt;
* [[Researcher#AHL|AHL]] 2&lt;br /&gt;
* [[Researcher#FCS|FCS]] 6&lt;br /&gt;
* [[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thwei}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|synaptizine}}[[#synaptizine|Synaptizine]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Weakens stuns and knockdowns.&lt;br /&gt;
* Reduces drug related effects.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]].&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 1&lt;br /&gt;
* [[Researcher#NST|NST]] 1&lt;br /&gt;
* [[Researcher#AHL|AHL]] 1&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Synaptizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 6&lt;br /&gt;
* 10&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 6 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neuraline}}[[#neuraline|Neuraline]]&lt;br /&gt;
|&lt;br /&gt;
* Weakens stuns and knockdowns.&lt;br /&gt;
* Fixes stuttering, blurry vision, confusion, dizziness, jittiriness and drowsyness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NST|NST]] 5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neuraline}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 2&lt;br /&gt;
* 3&lt;br /&gt;
|&lt;br /&gt;
* Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|arithrazine}}[[#arithrazine|Arithrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Removes 1u of any type of [[#toxin|toxin]].&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Arithrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 eye damage.&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|russianred}}[[#russianred|Russian Red]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Removes 1u of any type of [[#toxin|toxin]].&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Russian Red}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
* 20&lt;br /&gt;
* 30&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 eye damage.&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|alkysine}}[[#alkysine|Alkysine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 6 brain damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRP|NRP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Alkysine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imidazoline}}[[#imidazoline|Imidazoline]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 eye damage.&lt;br /&gt;
* Fixes blurry vision and blindness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OCP|OCP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Imidazoline}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
* Deals 2 brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|peridaxon}}[[#peridaxon|Peridaxon]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents you from suffering consequences of organ damage.&lt;br /&gt;
* Does &#039;&#039;&#039;NOT&#039;&#039;&#039; fix organs.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OGS|OGS]] 4&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Peridaxon}}&lt;br /&gt;
|4:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|bicaridine}}[[#bicaridine|Bicaridine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Bicaridine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
* If there is &#039;&#039;&#039;NO&#039;&#039;&#039; brute damage present in the patient instantly fixes internal bleeding.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|quickclot}}[[#quickclot|Quickclot]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Temporarily&#039;&#039;&#039; stops all bleeding.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 6 &amp;lt;!--Actual effect handled by blood code--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Quickclot}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|epinephrine}}[[#epinephrine|Epinephrine]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;MUST BE INJECTED. CANNOT TAKE IN PILLS.&#039;&#039;&#039;&lt;br /&gt;
* Increases defibrillator healing by 16 per damage type.&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Makes you move faster.&lt;br /&gt;
* A small amount is consumed on each defib attempt.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 1,5 &amp;lt;!--WHY/ Still asking that to this day-  Niv--&amp;gt;&lt;br /&gt;
* [[Researcher#EGN|EGN]] 4&lt;br /&gt;
* [[Researcher#INV|INV]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Epinephrine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 10,5&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ultrazine}}[[#ultrazine|Ultrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you much faster.&lt;br /&gt;
* Makes you addicted to it.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#MST|MST]] 40&lt;br /&gt;
* [[Researcher#ADT|ADT]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ultrazine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,0167 &amp;lt;!--bruh, Indeed--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* 10,5&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* Deals 40 heart damage.&lt;br /&gt;
* Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 40 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous. &amp;lt;!--I have no idea what this means--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|stimulant}}[[#stimulant|Stimulant]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces stamina damage by 75%&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Stimulant}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryoxadone}}[[#cryoxadone|Cryoxadone]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE.&#039;&#039;&#039; &amp;lt;!--Fun fact: for some reason it has BOTH the cryometabolizing property AND a piece of snowflake code that makes it work at low temperatures. So the effect is better than it should be.--&amp;gt;&lt;br /&gt;
* Heals 3 radiation damage.&lt;br /&gt;
* Heals 3 brute damage.&lt;br /&gt;
* Heals 3 burn damage.&lt;br /&gt;
* Heals 3 toxin damage.&lt;br /&gt;
* Heals 1 oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CMB|CMB]] 2&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#ACR|ACR]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#ACG|ACG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cryoxadone}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|clonexadone}}[[#clonexadone|Clonexadone]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;AS ABOVE&#039;&#039;&#039; &amp;lt;!--Not as above part: no snowflake code here.--&amp;gt;&lt;br /&gt;
* Heals 6 radiation damage.&lt;br /&gt;
* Heals 6 brute damage.&lt;br /&gt;
* Heals 6 burn damage.&lt;br /&gt;
* Heals 6 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CMB|CMB]] 6&lt;br /&gt;
* [[Researcher#NGN|NGN]] 3&lt;br /&gt;
* [[Researcher#ACR|ACR]] 3&lt;br /&gt;
* [[Researcher#ATX|ATX]] 3&lt;br /&gt;
* [[Researcher#ACG|ACG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Clonexadone}}&lt;br /&gt;
|2,1:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|rezadone}}[[#rezadone|Rezadone]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 brute damage.&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
* Heals 2 radiation damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#AID|AID]] 3&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
* [[Researcher#ACG|ACG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Rezadone}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
* Makes you confused.&lt;br /&gt;
* Deals 11 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 13 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 radiation damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spaceacillin}}[[#spaceacillin|Spaceacillin]]&lt;br /&gt;
|&lt;br /&gt;
* Cures mundane infections like the flu.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Spaceacillin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethylredoxrazine}}[[#ethylredoxrazine|Ethylredoxrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Removes confusion, drowsyness, stuttering, blurry vision, blindness, dizziness and jitteriness.&lt;br /&gt;
* Removes 3u [[#ethanol|ethanol]] and [[Drinks|other alcohols]] from the body.&lt;br /&gt;
* Reacts with [[#ethanol|ethanol]] to turn into water.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FCS|FCS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethylredoxrazine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|methylphenidate}}[[#methylphenidate|Methylphenidate]]&lt;br /&gt;
|&lt;br /&gt;
* Gives you messages about your mind becoming clearer.&lt;br /&gt;
* Removes confusion.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Methylphenidate}}&lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|citalopram}}[[#citalopram|Citalopram]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Citalopram}}&lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paroxetine}}[[#paroxetine|Paroxetine]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 6&lt;br /&gt;
* [[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paroxetine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antized}}[[#antized|Anti-Zed]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents zombies from reviving.&lt;br /&gt;
* Cures the zombie virus.&lt;br /&gt;
* Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CUR|CUR]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Zed}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sterilizine}}[[#sterilizine|Sterilizine]]&lt;br /&gt;
|&lt;br /&gt;
* Sterilizes surfaces. Since we don&#039;t actually need to do that, this has no use outside of RP.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sterilizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|soporific}}[[#soporific|Soporific]]&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 10&lt;br /&gt;
* [[Researcher#SDT|SDT]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Soporific}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 30 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|vaccine}}[[#vaccine|Vaccine]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents you from catching the virus this is a vaccine against.&lt;br /&gt;
* Cures the zombie virus.&lt;br /&gt;
* Prevents dead zombies from reviving.&lt;br /&gt;
* Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Vaccine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antineurotoxin}}[[#antineurotoxin|Anti-Neurotoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Note that &#039;&#039;&#039;technically&#039;&#039;&#039;, as far as the code is concerned, this is a subtype of xeno plasmas.&lt;br /&gt;
* Protects you from [[Sentinel|getting shot with any kind of neuro]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRS|NRS]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Neurotoxin}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lipozine}}[[#lipozine|Lipozine]]&lt;br /&gt;
|&lt;br /&gt;
* Causes you to lose fat and makes you hungry&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#KTG|KTG]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lipozine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0.05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you even more hungry&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Toxins and acids==&lt;br /&gt;
Most of these chemicals generally don&#039;t have much use outside of murder.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|generictoxin}}[[#generictoxin|Generic Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Most other chemicals in this table are a subtype of this one.&lt;br /&gt;
* Deals 1 toxin damage every tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Generic Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|toxin}}[[#toxin|Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage every tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Toxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|sdtoxin}}[[#sdtoxin|Toxin (syna+dylo)]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/SDToxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|amatoxin}}[[#amatoxin|Amatoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Amatoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mutagen}}[[#mutagen|Unstable Mutagen]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Unstable Mutagen}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lexorin}}[[#lexorin|Lexorin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 16 oxygen damage.&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 8&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lexorin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 10 brute damage.&lt;br /&gt;
* Deals 8 toxin damage.&lt;br /&gt;
* Deals 40 oxygen damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 44 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 16 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cyanide}}[[#cyanide|Cyanide]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 8 oxygen damage.&lt;br /&gt;
* Puts you to sleep after a while.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 4&lt;br /&gt;
* [[Researcher#SDT|SDT]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cyanide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|minttoxin}}[[#minttoxin|Mint Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mint Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carpotoxin}}[[#carpotoxin|Carpotoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Carpotoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|zombiepowder}}[[#zombiepowder|Zombie Powder]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* By the power of snowflake code:&lt;br /&gt;
** Silences you.&lt;br /&gt;
** Makes you seem dead (but not on the medihud, fools the analyzer though).&lt;br /&gt;
** Knocks you down.&lt;br /&gt;
** Deals a shitload of oxygen damage. This kills you instantly.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Zombie Powder}}&lt;br /&gt;
|15:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chloralhydrate}}[[#chloralhydrate|Chloral Hydrate]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#SDT|SDT]] 6&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chloral Hydrate}}&lt;br /&gt;
|&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 30 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchloride}}[[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier.&lt;br /&gt;
* Deals 4 oxygen damage.&lt;br /&gt;
* Slows you.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 2&lt;br /&gt;
* [[Researcher#RLX|RLX]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Deals 10 oxygen damage.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchlorophoride}}[[#potassiumchlorophoride|Potassium Chlorophoride]]&lt;br /&gt;
|&lt;br /&gt;
* Slows you down.&lt;br /&gt;
* Deals 8 oxygen damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#RLX|RLX]] 8&lt;br /&gt;
* [[Researcher#HPX|HPX]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chlorophoride}}&lt;br /&gt;
|3:4&lt;br /&gt;
|0,2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* Deals 20 oxygen damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|beer}}[[#beer|Beer]]&lt;br /&gt;
|&lt;br /&gt;
* Toxic beer.&lt;br /&gt;
* Deals 6 toxin damage per tick.&lt;br /&gt;
* Makes you drunk.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#AOL|AOL]] 2&lt;br /&gt;
* [[Researcher#TOX|TOX]] 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,15&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 13 toxin damage.&lt;br /&gt;
* Makes you extremely drunk.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 24 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 liver damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulphuricacid}}[[#sulphuricacid|Sulphuric Acid]]&lt;br /&gt;
|&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphuric Acid}}&lt;br /&gt;
|7:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|polytrinicacid}}[[#polytrinicacid|Polytrinic Acid]]&lt;br /&gt;
|&lt;br /&gt;
* As above, but a higher chance to melt.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Deals 3 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Polytrinic Acid}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|formaldehyde}}[[#formaldehyde|Formaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 0,5 radiation damage.&lt;br /&gt;
* Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#CRG|CRG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Formaldehyde}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paraformaldehyde}}[[#paraformaldehyde|Paraformaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paraformaldehyde}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|impedrezene}}[[#Impedrezene|Impedrezene]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3,5 brain damage.&lt;br /&gt;
* Slows you down.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 2&lt;br /&gt;
* [[Researcher#RLX|RLX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Impedrezene}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 6 brain damage.&lt;br /&gt;
* Makes you sleepier.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 oxygen damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0,75 heart damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
Reagents that get marines high.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mindbreaker}}[[#mindbreaker|Mindbreaker Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Literally LSD.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mindbreaker Toxin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacedrugs}}[[#spacedrugs|Space Drugs]]&lt;br /&gt;
|&lt;br /&gt;
* Baby&#039;s first drug.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Drugs}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|psilocybin}}[[#psilocybin|Psilocybin]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Psilocybin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nicotine}}[[#nicotine|Nicotine]]&lt;br /&gt;
|N/A &amp;lt;!--Put it here because even though there&#039;s no ingame effects this is still probably the best category.--&amp;gt;&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nicotine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Xeno blood and plasma==&lt;br /&gt;
Chemicals acquired from xenos.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|xenoblood}}[[#xenoblood|Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Acidic Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalxenoblood}}[[#royalxenoblood|Dark Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 6 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dark Acidic Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasma}}[[#plasma|Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Base type for all of the following.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|pheromoneplasma}}[[#pheromoneplasma|Pheromone Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Helps you with knockdowns, knockouts and stuns.&lt;br /&gt;
* Fixes stuttering, confusion, blurry vision, drowsyness, dizziness and jitteriness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 8&lt;br /&gt;
* [[Researcher#NST|NST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Pheromone Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Deals 12 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 18 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chitinplasma}}[[#chitinplasma|Chitin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents fractures.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HDN|HDN]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chitin Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Slows you down.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|catecholamineplasma}}[[#catecholamineplasma|Catecholamine Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Applies pain.&lt;br /&gt;
* Makes you faster.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNG|PNG]] 2&lt;br /&gt;
* [[Researcher#MST|MST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Catecholamine Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Increased pain.&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* Deals 6 heart damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|eggplasma}}[[#eggplasma|Egg Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Infects with a xeno larva.&lt;br /&gt;
* Makes more of itself by draining blood.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HST|HST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Egg Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 80&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Drains blood and replicates itself faster.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neurotoxinplasma}}[[#neurotoxinplasma|Neurotoxin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Not to be confused with the [[Drinks#neurotoxin|drink]].&lt;br /&gt;
* Deals 7 brain damage.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neurotoxin Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 12 brain damage.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you more jittery.&lt;br /&gt;
* Makes you drowsy.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Applies the same effect as getting shot with [[Sentinel|neuro]].&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|purpleplasma}}[[#purpleplasma|Purple Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Purple Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalplasma}}[[#royalplasma|Royal Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you addicted to itself.&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#BCD|BCD]] 4&lt;br /&gt;
* [[Researcher#ADT|ADT]] 1&lt;br /&gt;
* [[Researcher#HLG|HLG]] 4&lt;br /&gt;
* [[Researcher#CIP|CIP]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Royal Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brain damage.&lt;br /&gt;
* Deals 8 brute damage.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you more jittery&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 16 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This contains reagents that don&#039;t neatly fit into other categories.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fertilizer}}[[#fertilizer|Fertilizer]]&lt;br /&gt;
|&lt;br /&gt;
* Usable as fertilizer for plants.&lt;br /&gt;
* Deals 0,5 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 0,5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Fertilizer}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plantbgone}}[[#plantbgone|Plant-B-Gone]]&lt;br /&gt;
|&lt;br /&gt;
* Kills xeno weeds.&lt;br /&gt;
* Kills normal weeds.&lt;br /&gt;
* Harms helpful plants in hydro trays too.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Plant-B-Gone}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|smoke}}[[#smoke|Smoke]]&lt;br /&gt;
|&lt;br /&gt;
* Creates smoke&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Smoke}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|flashpowder}}[[#flashpowder|Flash Powder]]&lt;br /&gt;
|&lt;br /&gt;
* Creates a bright light that lasts for a while.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Flash Powder}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blood}}[[#blood|Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Spreads diseases if injected.&lt;br /&gt;
* Restores blood volume when injected into a human.&lt;br /&gt;
** Deals toxin damage if blood type is incorrect. (Just use O-)&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasticide}}[[#plasticide|Plasticide]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Turns into plastic when mixed at a 20:10 ratio with [[#sulphuricacid|Sulphuric Acid]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|{{:Chemical/Plasticide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|serotrotium}}[[#serotrotium|Serotrotium]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you sneeze, blink and cough.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ALG|ALG]] 2&lt;br /&gt;
|{{:Chemical/Serotrotium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|glycerol}}[[#glycerol|Glycerol]]&lt;br /&gt;
|&lt;br /&gt;
* Used for making nitroglycerin.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Gylcerol}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|virusfood}}[[#virusfood|Virus Food]]&lt;br /&gt;
|&lt;br /&gt;
* No pathology on CM. So this is entirely useless.&lt;br /&gt;
* Satiates you.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NTR|NTR]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Virus Food}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thermite}}[[#thermite|Thermite]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier.&lt;br /&gt;
* Deals 2 burn damage.&lt;br /&gt;
* Can be applied to walls either directly or with a spray bottle and then ignited to melt through them.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FUL|FUL]] 7&lt;br /&gt;
* [[Researcher#OXI|OXI]] 5&lt;br /&gt;
* [[Researcher#VIS|VIS]] 4&lt;br /&gt;
* [[Researcher#CRS|CRS]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacecleaner}}[[#spacecleaner|Space Cleaner]]&lt;br /&gt;
|&lt;br /&gt;
* Cleans objects when splashed/sprayed on them.&lt;br /&gt;
* Use a spray bottle filled with it to clean a dirty microwave.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Cleaner}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Unless there&#039;s some snowflake code tucked away in a deep dark corner of CM, this has no effects on OD.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryptobiolin}}[[#cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|&lt;br /&gt;
* Used for making spaceacillin.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cryptobiolin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|nanites}}[[#nanites|Nanites]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;01010100 01101000 01100101 00100000 01100110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00101110&#039;&#039;&#039;&lt;br /&gt;
** Beep boop, motherfucker.&lt;br /&gt;
*** Copper to counteract.&lt;br /&gt;
* Commented out because this doesn&#039;t actually work. The disease just vanishes after stage 5. Pretty sure this is a bug, since the &amp;quot;object spawner&amp;quot; item spawns on the ground briefly.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking#roburger|Roburgers]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|xenomicrobes}}[[#xenomicrobes|Xenomicrobes]]&lt;br /&gt;
|&lt;br /&gt;
* Commented out, since you can&#039;t get this without admins, and I&#039;d rather keep this whole thing reasonably secret.&lt;br /&gt;
** Takes a LONG time. Be patient.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorosurfactant}}[[#fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
|&lt;br /&gt;
* Turns into foam when mixed with [[#water|water]] at a 1:1 ratio. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Fluorosurfactant}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|foamingagent}}[[#foamingagent|Foaming Agent]]&lt;br /&gt;
|&lt;br /&gt;
* Creates metal foam when 1u is mixed with 1u [[#polytrinicacid|polytrinic acid]] and 3u [[#aluminuim|aluminium]] or 3u [[#iron|iron]].&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Foaming Agent}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ammonia}}[[#ammonia|Ammonia]]&lt;br /&gt;
|&lt;br /&gt;
* Used for explosives.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonia}}&lt;br /&gt;
|4:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hexamine}}[[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hexamine}}&lt;br /&gt;
|5:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|ultraglue}}[[#ultraglue|Ultraglue]]&lt;br /&gt;
|&lt;br /&gt;
* Literally does nothing.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Ultraglue}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|diethylamine}}[[#diethylamine|Diethylamine]]&lt;br /&gt;
|&lt;br /&gt;
* Fertilizer.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Diethylamine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blackgoo}}[[#blackgoo|Black Goo]]&lt;br /&gt;
|&lt;br /&gt;
* Gives you the zombie virus.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#RAV|RAV]] 1&lt;br /&gt;
|{{:Chemical/Black Goo}}&lt;br /&gt;
|N/A&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dinitroaniline}}[[#dinitroaniline|Dinitroaniline]]&lt;br /&gt;
|&lt;br /&gt;
* A herbicide and pesticide mixture used in hydroponics &lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dinitroaniline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0.2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives and flammable chems==&lt;br /&gt;
This contains reagents that can be used for making explosives. They may be duplicates of ones already present in one of the previous tables.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Power&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Falloff&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Intensity&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Radius&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Fire colour&lt;br /&gt;
|-&lt;br /&gt;
| [[#water|Water]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Water}}&lt;br /&gt;
| 3:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[#oxygen|Oxygen]]&lt;br /&gt;
| {{:Chemical/Oxygen}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,75&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0&lt;br /&gt;
| #58daff (light blue)&lt;br /&gt;
|-&lt;br /&gt;
| [[#copper|Copper]]&lt;br /&gt;
| {{:Chemical/Copper}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #78be5a (green)&lt;br /&gt;
|-&lt;br /&gt;
| [[#hydrogen|Hydrogen]]&lt;br /&gt;
| {{:Chemical/Hydrogen}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0,15&lt;br /&gt;
| 0&lt;br /&gt;
| -0,5&lt;br /&gt;
| 0,2&lt;br /&gt;
| -0,5&lt;br /&gt;
| #b6f8ff (super light blue)&lt;br /&gt;
|-&lt;br /&gt;
| [[#carbon|Carbon]]&lt;br /&gt;
| {{:Chemical/Carbon}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| #ffd700 (gold)&lt;br /&gt;
|-&lt;br /&gt;
| [[#phosphorus|Phosphorus]]&lt;br /&gt;
| {{:Chemical/Phosphorus}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| -0,12&lt;br /&gt;
| 0,1&lt;br /&gt;
| #ffdba4&lt;br /&gt;
|-&lt;br /&gt;
| [[#lithium|Lithium]]&lt;br /&gt;
| {{:Chemical/Lithium}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,35&lt;br /&gt;
| -0,01&lt;br /&gt;
| -0,1&lt;br /&gt;
| #ff356f (dark pink)&lt;br /&gt;
|-&lt;br /&gt;
| [[#thermite|Thermite]]&lt;br /&gt;
| &lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
| 3:3&lt;br /&gt;
| 0,5&lt;br /&gt;
| 1&lt;br /&gt;
| 0,3&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0,9&lt;br /&gt;
| #ffb300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#fuel|Welding Fuel]]&lt;br /&gt;
| {{:Chemical/Welding Fuel}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0,12&lt;br /&gt;
| -0,1&lt;br /&gt;
| 0,1&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0,7&lt;br /&gt;
| #ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hexamine}}&lt;br /&gt;
| 5:2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,5&lt;br /&gt;
| #ff9900 (as above)&lt;br /&gt;
|-&lt;br /&gt;
| [[#napalm|Napalm]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Napalm}}&lt;br /&gt;
| 3:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,45&lt;br /&gt;
| 0,06&lt;br /&gt;
| 0,75&lt;br /&gt;
| #D05006 (dark orange)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|clf3}}[[#clf3|CLF3 (Chlorine Trifluoride )]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chlorine Triflouride}}&lt;br /&gt;
| 4:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1,6&lt;br /&gt;
| -0,08&lt;br /&gt;
| -0,8&lt;br /&gt;
| #ff9300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#methane|Methane]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Methane}}&lt;br /&gt;
| 5:1&lt;br /&gt;
| 0,15&lt;br /&gt;
| 0&lt;br /&gt;
| -0,35&lt;br /&gt;
| 0,095&lt;br /&gt;
| 0,25&lt;br /&gt;
| #00a5ff (blue)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|ammoniumnitrate}}[[#ammoniumnitrate|Ammonium Nitrate]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonium Nitrate}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 0,4&lt;br /&gt;
| 1,5&lt;br /&gt;
| 0,5&lt;br /&gt;
| 0&lt;br /&gt;
| -0,2&lt;br /&gt;
| #ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|anfo}}[[#anfo|Ammonium Nitrate Fuel Oil]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonium Nitrate Fuel Oil}}&lt;br /&gt;
| 3:2&lt;br /&gt;
| 1&lt;br /&gt;
| -0,6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|nitroglycerin}}[[#nitroglycerin|Nitroglycerin]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nitroglycerin}}&lt;br /&gt;
| 3:2&lt;br /&gt;
| 1&lt;br /&gt;
| -0,5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|cyclonite}}[[#cyclonite|Cyclonite]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cyclonite}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 1,5&lt;br /&gt;
| -0,4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|octogen}}[[#octogen|Octogen]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Octogen}}&lt;br /&gt;
| 4:2&lt;br /&gt;
| 2&lt;br /&gt;
| -0,2&lt;br /&gt;
| 0,4&lt;br /&gt;
| -0,02&lt;br /&gt;
| -0,2&lt;br /&gt;
| Orange &amp;lt;!--I have no clue what the exact hex code is. But it looks orange.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|potassiumhydroxide}}[[#potassiumhydroxide|Potassium Hydroxide]]&lt;br /&gt;
|&lt;br /&gt;
* Explodes INSTANTLY and can&#039;t be stabilized. Don&#039;t use this. It&#039;s garbage.&lt;br /&gt;
{{:Chemical/Potassium Hydroxide}}&lt;br /&gt;
| 2:1&lt;br /&gt;
| 0,5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[#phoron|Phoron]]&lt;br /&gt;
| {{:Chemical/Phoron}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,4&lt;br /&gt;
| 0,05&lt;br /&gt;
| -0,8&lt;br /&gt;
| #e01e1e (red)&lt;br /&gt;
|-&lt;br /&gt;
| [[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #800080 (purple)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|salt}}[[#salt|Table Salt]]&lt;br /&gt;
| &lt;br /&gt;
{{:Chemical/Table Salt}}&lt;br /&gt;
| 1:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #ffff00 (yellow)&lt;br /&gt;
|-&lt;br /&gt;
| [[#ethanol|Ethanol]] and [[Drinks#Alcoholic|subtypes]].&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethanol}}&lt;br /&gt;
| 9:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,2&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0,2&lt;br /&gt;
| #6897f7 (blue)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional User made information=&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Vehicle_Crewman&amp;diff=24609</id>
		<title>Vehicle Crewman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Vehicle_Crewman&amp;diff=24609"/>
		<updated>2023-01-22T19:55:23Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Vehicle-Crewman.png&lt;br /&gt;
|jobtitle = Vehicle Crewman&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Corporal&lt;br /&gt;
|superior = Command staff&lt;br /&gt;
|unlock = Ten hours as any squad role, five hours as a [[Squad Engineer]]&lt;br /&gt;
|duties = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
|description = Your job is to operate and maintain the ship&#039;s armored vehicles.&amp;lt;br&amp;gt;You are in charge of representing the armored presence amongst the marines during the operation, as well as maintaining and repairing your own vehicles. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Vehicle Crewmen and the APC were removed from play in [https://github.com/cmss13-devs/cmss13/pull/2320 Pull Request #2320] and are now restricted to events.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The Ridge&#039; is a scary tank. Its got stealth, mobility, firepower and point defenses better&#039;n anything we had on the M22. What&#039;s so neat is the way the automatics handle the workload - you&#039;d think you need at least three crew to run all this crap, but in fact you can do it with the same two girls you had in the Jackson. The only problem we had in our battalion was running the panzers in after they were delivered, factory fresh - you need to fire the guns a lot and run all the equipment a number of times before the sensors and weapons settle down and fully integrate.&amp;quot;&#039;&#039; - Capt. Andrea Mae Samona, 2nd Colonial Marine Tank Battalion, &#039;&#039;Colonial Marines Tech Manual&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
After you somehow passed the vehicle operator test you&#039;re now finally going to get to use the vehicles the USCM provides during a military operation, though you&#039;ll have to wait first as the vehicles you have has been left un-maintained in the vehicle bay throughout the Almayer&#039;s voyage. Make sure to either fix the vehicle yourself or to radio in to the resident grease monkeys over in engineering and tell them that you need the vehicle repaired and retrofitted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Insulated_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Protects users against electrical shocks.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modified and refashioned suit of M3 Pattern armour designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This one is a command variant which has access to all channels.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welding_kit.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Welding Kit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavy-duty, portable welding fluid carrier.&lt;br /&gt;
Holds 600 units of welding fuel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Personal Sidearms&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Sidearms:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M4a3Commander.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M4A3 Custom Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Custom Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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 &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M4A3 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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&#039;t a very common sight and is only specially issued.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick Two&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Drop_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | {{Drop Pouch Description}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Welding Protection&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A head-mounted face cover designed to protect the wearer completely from space-arc eye.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:175px;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L42 AP mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&amp;lt;br&amp;gt;Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 32&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 41&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0.8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0.8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Utilities:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{C4 Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Any role with their engineering skill at level 2 or more such as, you the crewman, Maintenance Technicians, the Chief Engineer, Squad Engineers and the Synthetic are the only personnel currently capable of performing repairs and replacing parts of the tank.  &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quickstart==&lt;br /&gt;
*Gear up, anything you need will be in the Equipment Rack in terms of clothing and for your weapon needs at the Weapons Rack, both vendors are in your Vehicle Crewman(VC) Bunks.&lt;br /&gt;
&lt;br /&gt;
*Now it&#039;s time to call your variant of the M577 APC type, make sure to talk about it with your VC Partner and make sure there&#039;s enough Medical or CIC Personnel depending on your variant selection. This can be done with the Vehicle ASRS Console&lt;br /&gt;
&lt;br /&gt;
*When you have the broken M577 APC you want to remove all the destroyed modules, do this with your crowbar, at the same time your VC Partner can weld the hull, it will need to be welded three times then you need to tighten the nuts with a wrench, only one time is needed.&lt;br /&gt;
&lt;br /&gt;
*When the hull is repaired you will be able to install the new replacement modules, vend them via the Vehicle Parts Delivery System, you want to have all the modules vended then installed in the M577 APC, each module takes its own time to install, so give it time.&lt;br /&gt;
&lt;br /&gt;
*When you enter the M577 APC you will find a locker and the Ammunition Loader, with any other things depending on the variant.&lt;br /&gt;
&lt;br /&gt;
*To load the Ammunition Loader simply put ammo in it by clicking it with a magazine on your selected hand, the rest of the ammo can be placed in the locker for later usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now this is the important part, you want to talk with your VC Partner and see what role you will take, Driver or Gunner.&lt;br /&gt;
----&lt;br /&gt;
== Roles ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Driver&amp;quot;&amp;gt;&lt;br /&gt;
=== Driver ===&lt;br /&gt;
As the driver, familiarize yourself with the momentum gain and speed of your vehicle in the Vehicle Bay or Hangar before the drop. Not only is it annoying to overshoot your turn when you are driving groundside, it can be the difference between life or death in a combat situation! Additionally, pull up the webmap of the AO you will be deploying to ahead of time. Nothing is more frustrating than not knowing where you are, so be proactive and figure out the names of where you&#039;re going and what places you might be driving.&lt;br /&gt;
&lt;br /&gt;
*Try not to run over marines. While it doesn&#039;t hurt them or stun them for very long after you&#039;ve driven over them, it can annoy them, and prevents them from shooting at xenoes around you while they are underneath your vehicle. &lt;br /&gt;
&lt;br /&gt;
*Remember that your vehicle blocks xenoes from moving past you and can also push smaller xenoes. If marines are being routed, use this ability to buy time for marines to run and regroup.&lt;br /&gt;
&lt;br /&gt;
*The Driver can also lock the doors, this will prevent anyone without Vehicle access to get in (doesn&#039;t prevent UPP or CLF as they have All Access for some reason) and will slow xenos by entering the vehicle for 3 seconds instead of 0.5 seconds. &lt;br /&gt;
&lt;br /&gt;
*An IMPORTANT note for the driver. As currently, the vehicle momentum code is bugged, so if you&#039;re driving make sure to remember the following: sometimes your vehicle will move one extra tile of whatever direction you&#039;re moving to, you can cancel this by &amp;gt;turning&amp;lt; your vehicle in the last moment&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Driving the Vehicles:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Tank_Movement.png|500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Green highlighted areas are places you can turn the vehicles to. You are able to do so by using either WASD or the arrow keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Forwards_and_Backwards.png|500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The arrows show that the vehicles can only move forward/backwards when facing that direction.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Obstructed_movement.png|500px|Obstructed movement]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Areas highlighted in orange means that the vehicles is not able to move. The object must either be removed or destroyed in order for the tank to rotate. The vehicles can destroy walls/resin structures (up to reinforced walls) by continuously driving into them. Doing this damages the vehicles&#039;s modules so be careful not to over do it. The weapons on some vehicles are an alternative for destroying walls/resin structures, though you will be expending a lot of ammunition to take them down. It&#039;s best to find another route or get the marines to remove it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gunner&amp;quot;&amp;gt;&lt;br /&gt;
=== Gunner ===&lt;br /&gt;
As the gunner, recognize that you have no control over which direction the APC is facing. Anticipate every opportunity your driver gives you to fire at xenoes and take full advantage! Both of your guns are IFF and can fire through marines, so feel free to support them closely. You also control the flare module, which launches flares to illuminate areas. These flares will not harm marines, but they will not pass through them either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember Gunner shortcuts:&lt;br /&gt;
*&#039;&#039;&#039;Mouse Left Click Button&#039;&#039;&#039; will fire your SELECTED GUN&lt;br /&gt;
*&#039;&#039;&#039;Middle Mouse Button&#039;&#039;&#039; will fire your NON-SELECTED GUN &lt;br /&gt;
*&#039;&#039;&#039;CTRL CLICK&#039;&#039;&#039; will fire your support module.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Using the armaments:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Switching the vehicle&#039;s weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | In order to change the weapon you are currently using. You must click on the &#039;&#039;&#039;Vehicle&#039;&#039;&#039; tab and click &#039;&#039;&#039;Cycle Hardpoint Module&#039;&#039;&#039; (you can bind a hotkey for it with [[Macros]]). A menu will open, allowing you to select from Primary, Secondary and Support if you have them installed on the tank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Using the weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To be able to fire any of the weapons when selected, you simply &#039;&#039;&#039;left click&#039;&#039;&#039; on a tile to fire the armament selected. To fire the alternative armament, &#039;&#039;&#039;middle click&#039;&#039;&#039; a tile. If you select the support module, you can &#039;&#039;Click&#039;&#039; a tile to activate it. You can also use &#039;&#039;&#039;middle click&#039;&#039;&#039; to fire the primary armament and &#039;&#039;&#039;Ctrl+Click&#039;&#039; to fire the secondary armament while having the support module selected. Do note that this method can only be used while the support module is selected. &#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Do note that the tank&#039;s primary armaments only has a 90 degrees firing arc, which means the tank must constantly rotate in order to fire elsewhere. Secondary and support armaments will have a 180 degrees firing arc. You are also unable to point while in the tank as well as shoot anything directly next to it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Reloading&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Inside the vehicles interior, click on the auto loader, there will be a menu that&#039;ll pop open. Select the armament you want to reload in order to reload it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- not really gonna come back, is it?&lt;br /&gt;
= The Tank=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Tank:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 10px;&amp;quot; | [[File:Tank.png|400px|M34A2 Longstreet light tank]]&amp;lt;br&amp;gt;M34A2 Longstreet Light Tank&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A &#039;&#039;light&#039;&#039; but very modular tank, which may house an array of attachments, allowing it to be an effective, well-rounded armored vehicle. Has a rotating turret that allows the gunner to fire in any direction, though it takes time to turn the turret.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:30%&#039;&#039; style=&amp;quot;width:30%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank Interior.png|250px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only Vehicle Crewmen can operate the tank and Marines who&#039;ve used the VC Pamphlets. Although the SEA and synthetic can drive it.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Once the Tank has been fully repaired and retrofitted head to the highlighted green square at the sides of the Tank (as seen below) and click on the Tank . Upon clicking the Tank from that position will appear into the interior of the Tank . Make sure to discuss with your tanker companion which seat to take.&lt;br /&gt;
&lt;br /&gt;
NOTE: The tank is currently admin spawn only and is unavailable through normal play.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank_GetIn.png|350px]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Armoured Personnel Carrier=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Armoured Personnel Carrier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M577_APC.png|300px|M577 Armoured Personnel Carrier]]&amp;lt;br&amp;gt;M577 Armored Personnel Carrier&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A versatile &#039;&#039;Armoured&#039;&#039; Personnel Carrier (APC). Doesn&#039;t have any armour so be careful when sustaining damage. Has 3 variants, Transport, Medical and Command. &#039;&#039;&#039;Only Vehicle Crewmen can operate the APC, although the SEA and Synthetic can drive it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Transport variant has 14 passenger seats, 2 support gunner seats and 2 vehicle crewmen seats. It has two modified IFF M56 Firing Port Weapons to provide fire support for marines entering and exiting the vehicle. Also includes a nanomed for restocking basic medical supplies and a fire extinguisher. It also has a rear entrance/exit.&lt;br /&gt;
&lt;br /&gt;
*It can carry 15 troops, 1 Synthetic with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Transport Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Transport Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;M56 FPW:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Firing Port Weapon Information&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
The Firing Port Weapons (FPWs) are upgraded M56&#039;s with IFF, but have only 45 rounds (15 bursts) and a 90 seconds reload. &#039;&#039;&#039;Only useable with hull above 50%&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;FPW Stats&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: 35%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 5&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:M4A3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEDICAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Medical variant comes with a body scanner, blood bag dispenser, WY Medical Vendor. It also has 7 passenger seats, 1 seat for any onboard medical personnel and 2 vehicle crewmen seats.&lt;br /&gt;
&lt;br /&gt;
*It can carry 7 troops, 1 medical support personnel with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
In addition to this, it can store up to 8 dead bodies that can be revived.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Medical Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Medical Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Command variant comes with an overwatch console, tactical map, medium ranged sensor tower that has &#039;&#039;&#039;a 45 tile radius&#039;&#039;&#039;, with 8 seats for passengers, 1 seat for a commanding officer and 2 vehicle crewmen.&lt;br /&gt;
&lt;br /&gt;
The sensor tower detects the positions of aliens within a radius of 45 tiles and puts them on the tactical map.&lt;br /&gt;
&lt;br /&gt;
*It can carry 8 troops, 1 commanding officer with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Command Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Command Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Repairing and Replacing:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_M577_APC.png|64.px|Broken M577 Armored Personnel Carrier]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broken M577 Armored Personnel Carrier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The broken APC. It&#039;s useless without any proper armament. It can&#039;t move at all when it&#039;s been this badly damaged. Although it can just barely move with broken or no wheels. It&#039;ll take a lot of work just to fix it, and you&#039;ll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don&#039;t go to waste!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Repairing the vehicle frame&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Repair the frame with a welder 3 times (depending on the damage) and use a wrench &#039;&#039;&#039;once&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing Modules from Hardpoints&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Use a Crowbar to uninstall any modules from the their hardpoints. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing/Replacing the Tank&#039;s Turret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To replace the tank&#039;s turret, you&#039;ll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader&#039;s clamp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Once the APC has been fully repaired and retrofitted head to the highlighted green square at the sides of the APC (as seen below) and click on the APC. Upon clicking the APC from that position will appear into the interior of the APC. Make sure to discuss with your other crewman companion which seat to take.&lt;br /&gt;
&lt;br /&gt;
[[File:APC_GetIn.png]]&lt;br /&gt;
&lt;br /&gt;
= Repairing Modules =&lt;br /&gt;
&lt;br /&gt;
Due to your crafty ingenuity and taking a course at your engineering college where you&#039;ve &#039;&#039;somehow&#039;&#039; learned to drive tanks and APCs, you&#039;re now able to repair your own modules on the go! Assuming it&#039;s not [[Slang|Fucked Up Beyond All Repair]], you&#039;ll be able to repair all modules back to pristine condition! Simply take any damaged modules off of the vehicle, weld it and you&#039;ve repaired the module by a certain percentage. Continue doing so until you&#039;ve fixed it all.&lt;br /&gt;
&lt;br /&gt;
Pull down your goggles or get your welding helmet at crewmen&#039;s quarter (in hangar, south of dropship 2), remember to flip them down before you start to avoid eye damage when welding. Remember to turn off your welder before refilling or the fuel tank will blow up.&lt;br /&gt;
&lt;br /&gt;
=Vehicle Modules [[File:Vehicle_part_Delivery_System.png]]=&lt;br /&gt;
The APC modules below are available from the Vehicle Parts Delivery System after you have selected your APC module using the vehicle ASRS console. Other modules are available only through admin events.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:36%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Damage Multipliers per Armament Type:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Primary:&#039;&#039;&#039;  0.15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary:&#039;&#039;&#039;  0.125&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;APC Starting Kit Selection&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Dual_Cannon.png]]&amp;lt;br&amp;gt;PARS-159 Boyars Dualcannon&lt;br /&gt;
|A primary two-barrel cannon for the APC that shoots 20mm IFF-compatible rounds.&lt;br /&gt;
&lt;br /&gt;
Comes preloaded with 200 rounds.&lt;br /&gt;
&lt;br /&gt;
{{Boyars_Flak_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#PARS-159 Boyars dualcannon magazines (x5)|PARS-159 Dualcannon IFF Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 60 rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;Four spare magazines come with the cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Two spare magazines can be loaded into the APC ammunition loader once the cannon is mounted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Frontal_Cannon.png]]&amp;lt;br&amp;gt;Bleihagel RE-RE700 Frontal Cannon&lt;br /&gt;
|The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola. &lt;br /&gt;
&lt;br /&gt;
Comes preloaded with 500 rounds.&lt;br /&gt;
&lt;br /&gt;
Occupies the secondary module hardpoint.&lt;br /&gt;
&lt;br /&gt;
{{RE-RE700_Frontal_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frontal_Cannon_Ammo_Box.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Bleihagel RE-RE700 frontal cannon magazines (x2)|Frontal Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine comes with the cannon.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine can be loaded into the APC ammunition loader once the cannon is mounted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_FlareModule.png]]&amp;lt;br&amp;gt;Flare Module&lt;br /&gt;
|Fires flares in the direction you&#039;re facing. &lt;br /&gt;
&lt;br /&gt;
Comes preloaded with six flares.&lt;br /&gt;
&lt;br /&gt;
Occupies the support module hardpoint.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#FlareLauncher Magazines (x)|Flare Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Flares.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine comes with the launcher.&lt;br /&gt;
&amp;lt;br&amp;gt; Up to three spare magazines can be loaded into the APC ammunition loader once the launcher is mounted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_APC-Wheels.png]]&amp;lt;br&amp;gt;APC Wheels&lt;br /&gt;
|Integral to the movement of the APC.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Main Armament Emplacement&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Main Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_LTB-Cannon.png]]&amp;lt;br&amp;gt;LTB Cannon&lt;br /&gt;
|The LTB Cannon is a formidable high explosive primary armament which can heavily damage a target upon direct hit. It has a medium-sized area of effect when fired, causing all within the explosion radius to take damage. The LTB Cannon can additionally have 3 magazines loaded for a total of 12 shots, reloading after every 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LTB_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LTB_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LTB Magazine&#039;&#039;&#039;&lt;br /&gt;
|Contains 4 high explosive rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_Auto-Cannon.png]]&amp;lt;br&amp;gt;AC3-E Autocannon&lt;br /&gt;
|The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Autocannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autocannon Magazine&#039;&#039;&#039;&lt;br /&gt;
|Contains 40 high explosive rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_Dragon_Flamer.png]]&amp;lt;br&amp;gt;DRG-NF Flamethrower&lt;br /&gt;
|[[File:Primary_Flamer_Unit_effect.png|160px|thumb|]]The DRG-NF Flamethrower is a primary armament for the tank. It spews out extremely hot fire against opponents dumb enough to stand in front of it. Great for clearing out anything stuck inside a building or barbecuing your enemies! Can hold 1 additional fuel tank for the primary weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DRG-NF_Flamethrower_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Drg_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower Canister&#039;&#039;&#039;&lt;br /&gt;
|Contains 100 fuel.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_LTAA-AP-Minigun.png]]&amp;lt;br&amp;gt;LTAA AP Minigun&lt;br /&gt;
|The LTAA AP Minigun fires armor piercing rounds at a high fire rate. Its ability to fire projectiles in rapid succession dominates against any infantry opponent, shredding them apart. Can hold 1 extra magazine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LTAA_Minigun_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LTAA AP Minigun Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#LTAA AP Minigun Magazines (x3)|LTAA AP Minigun Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 300 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Dual_Cannon.png]]&amp;lt;br&amp;gt;Boyar&#039;s Dual Flak Cannon&lt;br /&gt;
|A primary two-barrel cannon for the APC that shoots explosive flak rounds. Fires in two round bursts. The flak rounds are similar to the Auto-Cannon on the Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Boyars_Flak_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Boyars Dual Flak Cannon Magazines (5)|Boyars Dual Flak Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 60 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 150&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Secondary Armament Emplacement&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Secondary Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Secondary Flamer Unit}}[[File:TankModule_Secondary-Flamer-Unit.png]]&amp;lt;br&amp;gt;Secondary Flamer Unit&lt;br /&gt;
|[[File:Secondary_Flamer_Unit_effect.png|160px|thumb|]]A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Secondary_Flamer_Unit_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LargeIncineratorTank.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Tank Flamer Magazines (x5)|Tank Flamer Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 120 units of fuel.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-TOW-Launcher.png]]&amp;lt;br&amp;gt;TOW Launcher&lt;br /&gt;
|Fires rockets at the enemy.&lt;br /&gt;
&#039;&#039;&#039;Costs: 500&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOW_Launcher_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#TOW Launcher Magazines (x4)|TOW Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 5 rockets.&lt;br /&gt;
&#039;&#039;&#039;Costs: 150&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-M56-Cupola.png]]&amp;lt;br&amp;gt;M56 Cupola &lt;br /&gt;
|A heavily modified smartgun made for tanks. Has IFF features.&lt;br /&gt;
&#039;&#039;&#039;Costs:400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56_Cupola_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cupola_Ammo_Box.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#M56 Cupola Magazines (x2)|M56 Cupola Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-Grenade-Launcher.png]]&amp;lt;br&amp;gt;Grenade Launcher&lt;br /&gt;
|A heavily modified grenade launcher made for tanks. Fires grenades. Can hold 4 magazines including one into the chamber.&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Secondary_Armament_Grenade_Launcher_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank_GL_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Grenade Launcher Magazines (x10)|Tank Grenade Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 10 Grenades.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Frontal_Cannon.png]]&amp;lt;br&amp;gt;RE-RE700 Frontal Cannon&lt;br /&gt;
|The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola. &lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RE-RE700_Frontal_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frontal_Cannon_Ammo_Box.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Frontal Cannon Magazines (x)|Frontal Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Support&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Support Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Smoke-Launcher.png]]&amp;lt;br&amp;gt;Smoke Launcher&lt;br /&gt;
|Launches smoke forward to obscure vision.&lt;br /&gt;
&#039;&#039;&#039;Costs: 250&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Smoke Launcher Magazines (x6)|Smoke Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Grenades.&lt;br /&gt;
&#039;&#039;&#039;Costs: 50&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Integrated-Weapons-Sensor-Array.png]]&amp;lt;br&amp;gt;Integrated Weapons Sensor Array&lt;br /&gt;
|Improves the accuracy and fire rate of all onboard weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Overdrive-Enhancer.png]]&amp;lt;br&amp;gt;Overdrive Enhancer&lt;br /&gt;
|Increases the movement speed of the vehicle it&#039;s attached to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_ArtilleryModule.png]]&amp;lt;br&amp;gt;Artillery Module&lt;br /&gt;
|Enables the gunner to see further. Similar to binoculars in function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:APCModule_FlareModule.png]]&amp;lt;br&amp;gt;Flare Module&lt;br /&gt;
|Fires flares in the direction you&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 250&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#FlareLauncher Magazines (x)|Flare Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Flares.&lt;br /&gt;
&#039;&#039;&#039;Costs: 50&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armor Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
!Default APC&lt;br /&gt;
|The default APC without any armour applied.&lt;br /&gt;
&lt;br /&gt;
{{Default APC Stats}}&lt;br /&gt;
|-&lt;br /&gt;
!Default Longstreet Tank&lt;br /&gt;
|The default Longstreet Tank without any armour applied.&lt;br /&gt;
&lt;br /&gt;
{{Default Tank Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Concussive-Armor.png]]&amp;lt;br&amp;gt;Concussive Armor&lt;br /&gt;
|Protects against all sources of damage by reducing it by 10%. Also protects against damage if you ram into a wall or get rammed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
{{Concussive Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Caustic-Armor.png]]&amp;lt;br&amp;gt;Caustic Armor&lt;br /&gt;
|Protects the tank from chemical weapons and acid attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 800&#039;&#039;&#039;&lt;br /&gt;
{{Caustic Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Ballistic-Armor.png]]&amp;lt;br&amp;gt;Ballistic Armor&lt;br /&gt;
|Protects the tank from high penetration weapons and slashing attempts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs:600&#039;&#039;&#039;&lt;br /&gt;
{{Ballistic Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Paladin-Armor.png]]&amp;lt;br&amp;gt;Paladin Armor&lt;br /&gt;
|Protects the tank from large explosive projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
{{Paladin Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Snowplow-Armor.png]]&amp;lt;br&amp;gt;Snowplow Armor&lt;br /&gt;
|Provides no armor but the ability to plow through snow tiles to forge supply lines out of the cold wasteland that is Sorokyne. Additionally targets ran over will take additional damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 500&#039;&#039;&#039;&lt;br /&gt;
{{Snowplow Armor Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Treads&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Treads and Wheels:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank-Treads.png]]&amp;lt;br&amp;gt;Tank Treads&lt;br /&gt;
|Integral to the movement of the tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank-Treads.png]]&amp;lt;br&amp;gt;Tank Robus Treads&lt;br /&gt;
|A more reinforced and stronger variant of the tank&#039;s treads. Though with the stronger tracks, it will slow the tank down a bit more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 350&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:APCModule_APC-Wheels.png]]&amp;lt;br&amp;gt;APC Wheels&lt;br /&gt;
|The wheels of  the APC. Necessary for it to move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Turret&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Turret:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank_Turret.png]]&amp;lt;br&amp;gt;M34A2-A Multipurpose Turret&lt;br /&gt;
|The turret of the tank. Houses the primary and secondary armaments of the the tank. Needs a powerloader in order to lift it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 1000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
&lt;br /&gt;
* If the APC is standing on the rear door of the dropship, It will not be able to launch. Take care of your positioning!&lt;br /&gt;
* You can give a nickname to your vehicle in the Vehicle Tab, make sure to give it a name that is compatible with the RP standards of the server, or you might get in trouble with staff.&lt;br /&gt;
&amp;lt;!-- INSERT MORE TIPS HERE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|leadership=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|powerloader=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Vehicle_Crewman&amp;diff=24608</id>
		<title>Vehicle Crewman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Vehicle_Crewman&amp;diff=24608"/>
		<updated>2023-01-22T19:55:01Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Vehicle-Crewman.png&lt;br /&gt;
|jobtitle = Vehicle Crewman&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Corporal&lt;br /&gt;
|superior = Command staff&lt;br /&gt;
|unlock = Ten hours as any squad role, five hours as a [[Squad Engineer]]&lt;br /&gt;
|duties = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
|description = Your job is to operate and maintain the ship&#039;s armored vehicles.&amp;lt;br&amp;gt;You are in charge of representing the armored presence amongst the marines during the operation, as well as maintaining and repairing your own vehicles. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Vehicle Crewmen and the APC were removed from the game in [https://github.com/cmss13-devs/cmss13/pull/2320 Pull Request #2320] and are now restricted to events.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The Ridge&#039; is a scary tank. Its got stealth, mobility, firepower and point defenses better&#039;n anything we had on the M22. What&#039;s so neat is the way the automatics handle the workload - you&#039;d think you need at least three crew to run all this crap, but in fact you can do it with the same two girls you had in the Jackson. The only problem we had in our battalion was running the panzers in after they were delivered, factory fresh - you need to fire the guns a lot and run all the equipment a number of times before the sensors and weapons settle down and fully integrate.&amp;quot;&#039;&#039; - Capt. Andrea Mae Samona, 2nd Colonial Marine Tank Battalion, &#039;&#039;Colonial Marines Tech Manual&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
After you somehow passed the vehicle operator test you&#039;re now finally going to get to use the vehicles the USCM provides during a military operation, though you&#039;ll have to wait first as the vehicles you have has been left un-maintained in the vehicle bay throughout the Almayer&#039;s voyage. Make sure to either fix the vehicle yourself or to radio in to the resident grease monkeys over in engineering and tell them that you need the vehicle repaired and retrofitted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Insulated_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Protects users against electrical shocks.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modified and refashioned suit of M3 Pattern armour designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This one is a command variant which has access to all channels.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welding_kit.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Welding Kit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavy-duty, portable welding fluid carrier.&lt;br /&gt;
Holds 600 units of welding fuel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Personal Sidearms&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Sidearms:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M4a3Commander.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M4A3 Custom Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Custom Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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 &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M4A3 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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&#039;t a very common sight and is only specially issued.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick Two&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Drop_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | {{Drop Pouch Description}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Welding Protection&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A head-mounted face cover designed to protect the wearer completely from space-arc eye.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:175px;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L42 AP mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&amp;lt;br&amp;gt;Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 32&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 41&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0.8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0.8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Utilities:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{C4 Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Any role with their engineering skill at level 2 or more such as, you the crewman, Maintenance Technicians, the Chief Engineer, Squad Engineers and the Synthetic are the only personnel currently capable of performing repairs and replacing parts of the tank.  &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quickstart==&lt;br /&gt;
*Gear up, anything you need will be in the Equipment Rack in terms of clothing and for your weapon needs at the Weapons Rack, both vendors are in your Vehicle Crewman(VC) Bunks.&lt;br /&gt;
&lt;br /&gt;
*Now it&#039;s time to call your variant of the M577 APC type, make sure to talk about it with your VC Partner and make sure there&#039;s enough Medical or CIC Personnel depending on your variant selection. This can be done with the Vehicle ASRS Console&lt;br /&gt;
&lt;br /&gt;
*When you have the broken M577 APC you want to remove all the destroyed modules, do this with your crowbar, at the same time your VC Partner can weld the hull, it will need to be welded three times then you need to tighten the nuts with a wrench, only one time is needed.&lt;br /&gt;
&lt;br /&gt;
*When the hull is repaired you will be able to install the new replacement modules, vend them via the Vehicle Parts Delivery System, you want to have all the modules vended then installed in the M577 APC, each module takes its own time to install, so give it time.&lt;br /&gt;
&lt;br /&gt;
*When you enter the M577 APC you will find a locker and the Ammunition Loader, with any other things depending on the variant.&lt;br /&gt;
&lt;br /&gt;
*To load the Ammunition Loader simply put ammo in it by clicking it with a magazine on your selected hand, the rest of the ammo can be placed in the locker for later usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now this is the important part, you want to talk with your VC Partner and see what role you will take, Driver or Gunner.&lt;br /&gt;
----&lt;br /&gt;
== Roles ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Driver&amp;quot;&amp;gt;&lt;br /&gt;
=== Driver ===&lt;br /&gt;
As the driver, familiarize yourself with the momentum gain and speed of your vehicle in the Vehicle Bay or Hangar before the drop. Not only is it annoying to overshoot your turn when you are driving groundside, it can be the difference between life or death in a combat situation! Additionally, pull up the webmap of the AO you will be deploying to ahead of time. Nothing is more frustrating than not knowing where you are, so be proactive and figure out the names of where you&#039;re going and what places you might be driving.&lt;br /&gt;
&lt;br /&gt;
*Try not to run over marines. While it doesn&#039;t hurt them or stun them for very long after you&#039;ve driven over them, it can annoy them, and prevents them from shooting at xenoes around you while they are underneath your vehicle. &lt;br /&gt;
&lt;br /&gt;
*Remember that your vehicle blocks xenoes from moving past you and can also push smaller xenoes. If marines are being routed, use this ability to buy time for marines to run and regroup.&lt;br /&gt;
&lt;br /&gt;
*The Driver can also lock the doors, this will prevent anyone without Vehicle access to get in (doesn&#039;t prevent UPP or CLF as they have All Access for some reason) and will slow xenos by entering the vehicle for 3 seconds instead of 0.5 seconds. &lt;br /&gt;
&lt;br /&gt;
*An IMPORTANT note for the driver. As currently, the vehicle momentum code is bugged, so if you&#039;re driving make sure to remember the following: sometimes your vehicle will move one extra tile of whatever direction you&#039;re moving to, you can cancel this by &amp;gt;turning&amp;lt; your vehicle in the last moment&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Driving the Vehicles:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Tank_Movement.png|500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Green highlighted areas are places you can turn the vehicles to. You are able to do so by using either WASD or the arrow keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Forwards_and_Backwards.png|500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The arrows show that the vehicles can only move forward/backwards when facing that direction.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Obstructed_movement.png|500px|Obstructed movement]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Areas highlighted in orange means that the vehicles is not able to move. The object must either be removed or destroyed in order for the tank to rotate. The vehicles can destroy walls/resin structures (up to reinforced walls) by continuously driving into them. Doing this damages the vehicles&#039;s modules so be careful not to over do it. The weapons on some vehicles are an alternative for destroying walls/resin structures, though you will be expending a lot of ammunition to take them down. It&#039;s best to find another route or get the marines to remove it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gunner&amp;quot;&amp;gt;&lt;br /&gt;
=== Gunner ===&lt;br /&gt;
As the gunner, recognize that you have no control over which direction the APC is facing. Anticipate every opportunity your driver gives you to fire at xenoes and take full advantage! Both of your guns are IFF and can fire through marines, so feel free to support them closely. You also control the flare module, which launches flares to illuminate areas. These flares will not harm marines, but they will not pass through them either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember Gunner shortcuts:&lt;br /&gt;
*&#039;&#039;&#039;Mouse Left Click Button&#039;&#039;&#039; will fire your SELECTED GUN&lt;br /&gt;
*&#039;&#039;&#039;Middle Mouse Button&#039;&#039;&#039; will fire your NON-SELECTED GUN &lt;br /&gt;
*&#039;&#039;&#039;CTRL CLICK&#039;&#039;&#039; will fire your support module.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Using the armaments:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Switching the vehicle&#039;s weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | In order to change the weapon you are currently using. You must click on the &#039;&#039;&#039;Vehicle&#039;&#039;&#039; tab and click &#039;&#039;&#039;Cycle Hardpoint Module&#039;&#039;&#039; (you can bind a hotkey for it with [[Macros]]). A menu will open, allowing you to select from Primary, Secondary and Support if you have them installed on the tank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Using the weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To be able to fire any of the weapons when selected, you simply &#039;&#039;&#039;left click&#039;&#039;&#039; on a tile to fire the armament selected. To fire the alternative armament, &#039;&#039;&#039;middle click&#039;&#039;&#039; a tile. If you select the support module, you can &#039;&#039;Click&#039;&#039; a tile to activate it. You can also use &#039;&#039;&#039;middle click&#039;&#039;&#039; to fire the primary armament and &#039;&#039;&#039;Ctrl+Click&#039;&#039; to fire the secondary armament while having the support module selected. Do note that this method can only be used while the support module is selected. &#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Do note that the tank&#039;s primary armaments only has a 90 degrees firing arc, which means the tank must constantly rotate in order to fire elsewhere. Secondary and support armaments will have a 180 degrees firing arc. You are also unable to point while in the tank as well as shoot anything directly next to it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Reloading&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Inside the vehicles interior, click on the auto loader, there will be a menu that&#039;ll pop open. Select the armament you want to reload in order to reload it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- not really gonna come back, is it?&lt;br /&gt;
= The Tank=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Tank:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 10px;&amp;quot; | [[File:Tank.png|400px|M34A2 Longstreet light tank]]&amp;lt;br&amp;gt;M34A2 Longstreet Light Tank&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A &#039;&#039;light&#039;&#039; but very modular tank, which may house an array of attachments, allowing it to be an effective, well-rounded armored vehicle. Has a rotating turret that allows the gunner to fire in any direction, though it takes time to turn the turret.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:30%&#039;&#039; style=&amp;quot;width:30%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank Interior.png|250px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only Vehicle Crewmen can operate the tank and Marines who&#039;ve used the VC Pamphlets. Although the SEA and synthetic can drive it.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Once the Tank has been fully repaired and retrofitted head to the highlighted green square at the sides of the Tank (as seen below) and click on the Tank . Upon clicking the Tank from that position will appear into the interior of the Tank . Make sure to discuss with your tanker companion which seat to take.&lt;br /&gt;
&lt;br /&gt;
NOTE: The tank is currently admin spawn only and is unavailable through normal play.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank_GetIn.png|350px]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Armoured Personnel Carrier=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Armoured Personnel Carrier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M577_APC.png|300px|M577 Armoured Personnel Carrier]]&amp;lt;br&amp;gt;M577 Armored Personnel Carrier&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A versatile &#039;&#039;Armoured&#039;&#039; Personnel Carrier (APC). Doesn&#039;t have any armour so be careful when sustaining damage. Has 3 variants, Transport, Medical and Command. &#039;&#039;&#039;Only Vehicle Crewmen can operate the APC, although the SEA and Synthetic can drive it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Transport variant has 14 passenger seats, 2 support gunner seats and 2 vehicle crewmen seats. It has two modified IFF M56 Firing Port Weapons to provide fire support for marines entering and exiting the vehicle. Also includes a nanomed for restocking basic medical supplies and a fire extinguisher. It also has a rear entrance/exit.&lt;br /&gt;
&lt;br /&gt;
*It can carry 15 troops, 1 Synthetic with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Transport Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Transport Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;M56 FPW:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Firing Port Weapon Information&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
The Firing Port Weapons (FPWs) are upgraded M56&#039;s with IFF, but have only 45 rounds (15 bursts) and a 90 seconds reload. &#039;&#039;&#039;Only useable with hull above 50%&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;FPW Stats&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: 35%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 5&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:M4A3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEDICAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Medical variant comes with a body scanner, blood bag dispenser, WY Medical Vendor. It also has 7 passenger seats, 1 seat for any onboard medical personnel and 2 vehicle crewmen seats.&lt;br /&gt;
&lt;br /&gt;
*It can carry 7 troops, 1 medical support personnel with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
In addition to this, it can store up to 8 dead bodies that can be revived.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Medical Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Medical Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Command variant comes with an overwatch console, tactical map, medium ranged sensor tower that has &#039;&#039;&#039;a 45 tile radius&#039;&#039;&#039;, with 8 seats for passengers, 1 seat for a commanding officer and 2 vehicle crewmen.&lt;br /&gt;
&lt;br /&gt;
The sensor tower detects the positions of aliens within a radius of 45 tiles and puts them on the tactical map.&lt;br /&gt;
&lt;br /&gt;
*It can carry 8 troops, 1 commanding officer with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Command Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Command Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Repairing and Replacing:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_M577_APC.png|64.px|Broken M577 Armored Personnel Carrier]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broken M577 Armored Personnel Carrier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The broken APC. It&#039;s useless without any proper armament. It can&#039;t move at all when it&#039;s been this badly damaged. Although it can just barely move with broken or no wheels. It&#039;ll take a lot of work just to fix it, and you&#039;ll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don&#039;t go to waste!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Repairing the vehicle frame&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Repair the frame with a welder 3 times (depending on the damage) and use a wrench &#039;&#039;&#039;once&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing Modules from Hardpoints&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Use a Crowbar to uninstall any modules from the their hardpoints. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing/Replacing the Tank&#039;s Turret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To replace the tank&#039;s turret, you&#039;ll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader&#039;s clamp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Once the APC has been fully repaired and retrofitted head to the highlighted green square at the sides of the APC (as seen below) and click on the APC. Upon clicking the APC from that position will appear into the interior of the APC. Make sure to discuss with your other crewman companion which seat to take.&lt;br /&gt;
&lt;br /&gt;
[[File:APC_GetIn.png]]&lt;br /&gt;
&lt;br /&gt;
= Repairing Modules =&lt;br /&gt;
&lt;br /&gt;
Due to your crafty ingenuity and taking a course at your engineering college where you&#039;ve &#039;&#039;somehow&#039;&#039; learned to drive tanks and APCs, you&#039;re now able to repair your own modules on the go! Assuming it&#039;s not [[Slang|Fucked Up Beyond All Repair]], you&#039;ll be able to repair all modules back to pristine condition! Simply take any damaged modules off of the vehicle, weld it and you&#039;ve repaired the module by a certain percentage. Continue doing so until you&#039;ve fixed it all.&lt;br /&gt;
&lt;br /&gt;
Pull down your goggles or get your welding helmet at crewmen&#039;s quarter (in hangar, south of dropship 2), remember to flip them down before you start to avoid eye damage when welding. Remember to turn off your welder before refilling or the fuel tank will blow up.&lt;br /&gt;
&lt;br /&gt;
=Vehicle Modules [[File:Vehicle_part_Delivery_System.png]]=&lt;br /&gt;
The APC modules below are available from the Vehicle Parts Delivery System after you have selected your APC module using the vehicle ASRS console. Other modules are available only through admin events.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:36%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Damage Multipliers per Armament Type:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Primary:&#039;&#039;&#039;  0.15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary:&#039;&#039;&#039;  0.125&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;APC Starting Kit Selection&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Dual_Cannon.png]]&amp;lt;br&amp;gt;PARS-159 Boyars Dualcannon&lt;br /&gt;
|A primary two-barrel cannon for the APC that shoots 20mm IFF-compatible rounds.&lt;br /&gt;
&lt;br /&gt;
Comes preloaded with 200 rounds.&lt;br /&gt;
&lt;br /&gt;
{{Boyars_Flak_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#PARS-159 Boyars dualcannon magazines (x5)|PARS-159 Dualcannon IFF Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 60 rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;Four spare magazines come with the cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Two spare magazines can be loaded into the APC ammunition loader once the cannon is mounted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Frontal_Cannon.png]]&amp;lt;br&amp;gt;Bleihagel RE-RE700 Frontal Cannon&lt;br /&gt;
|The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola. &lt;br /&gt;
&lt;br /&gt;
Comes preloaded with 500 rounds.&lt;br /&gt;
&lt;br /&gt;
Occupies the secondary module hardpoint.&lt;br /&gt;
&lt;br /&gt;
{{RE-RE700_Frontal_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frontal_Cannon_Ammo_Box.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Bleihagel RE-RE700 frontal cannon magazines (x2)|Frontal Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine comes with the cannon.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine can be loaded into the APC ammunition loader once the cannon is mounted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_FlareModule.png]]&amp;lt;br&amp;gt;Flare Module&lt;br /&gt;
|Fires flares in the direction you&#039;re facing. &lt;br /&gt;
&lt;br /&gt;
Comes preloaded with six flares.&lt;br /&gt;
&lt;br /&gt;
Occupies the support module hardpoint.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#FlareLauncher Magazines (x)|Flare Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Flares.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine comes with the launcher.&lt;br /&gt;
&amp;lt;br&amp;gt; Up to three spare magazines can be loaded into the APC ammunition loader once the launcher is mounted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_APC-Wheels.png]]&amp;lt;br&amp;gt;APC Wheels&lt;br /&gt;
|Integral to the movement of the APC.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Main Armament Emplacement&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Main Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_LTB-Cannon.png]]&amp;lt;br&amp;gt;LTB Cannon&lt;br /&gt;
|The LTB Cannon is a formidable high explosive primary armament which can heavily damage a target upon direct hit. It has a medium-sized area of effect when fired, causing all within the explosion radius to take damage. The LTB Cannon can additionally have 3 magazines loaded for a total of 12 shots, reloading after every 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LTB_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LTB_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LTB Magazine&#039;&#039;&#039;&lt;br /&gt;
|Contains 4 high explosive rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_Auto-Cannon.png]]&amp;lt;br&amp;gt;AC3-E Autocannon&lt;br /&gt;
|The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Autocannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autocannon Magazine&#039;&#039;&#039;&lt;br /&gt;
|Contains 40 high explosive rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_Dragon_Flamer.png]]&amp;lt;br&amp;gt;DRG-NF Flamethrower&lt;br /&gt;
|[[File:Primary_Flamer_Unit_effect.png|160px|thumb|]]The DRG-NF Flamethrower is a primary armament for the tank. It spews out extremely hot fire against opponents dumb enough to stand in front of it. Great for clearing out anything stuck inside a building or barbecuing your enemies! Can hold 1 additional fuel tank for the primary weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DRG-NF_Flamethrower_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Drg_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower Canister&#039;&#039;&#039;&lt;br /&gt;
|Contains 100 fuel.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_LTAA-AP-Minigun.png]]&amp;lt;br&amp;gt;LTAA AP Minigun&lt;br /&gt;
|The LTAA AP Minigun fires armor piercing rounds at a high fire rate. Its ability to fire projectiles in rapid succession dominates against any infantry opponent, shredding them apart. Can hold 1 extra magazine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LTAA_Minigun_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LTAA AP Minigun Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#LTAA AP Minigun Magazines (x3)|LTAA AP Minigun Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 300 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Dual_Cannon.png]]&amp;lt;br&amp;gt;Boyar&#039;s Dual Flak Cannon&lt;br /&gt;
|A primary two-barrel cannon for the APC that shoots explosive flak rounds. Fires in two round bursts. The flak rounds are similar to the Auto-Cannon on the Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Boyars_Flak_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Boyars Dual Flak Cannon Magazines (5)|Boyars Dual Flak Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 60 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 150&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Secondary Armament Emplacement&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Secondary Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Secondary Flamer Unit}}[[File:TankModule_Secondary-Flamer-Unit.png]]&amp;lt;br&amp;gt;Secondary Flamer Unit&lt;br /&gt;
|[[File:Secondary_Flamer_Unit_effect.png|160px|thumb|]]A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Secondary_Flamer_Unit_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LargeIncineratorTank.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Tank Flamer Magazines (x5)|Tank Flamer Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 120 units of fuel.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-TOW-Launcher.png]]&amp;lt;br&amp;gt;TOW Launcher&lt;br /&gt;
|Fires rockets at the enemy.&lt;br /&gt;
&#039;&#039;&#039;Costs: 500&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOW_Launcher_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#TOW Launcher Magazines (x4)|TOW Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 5 rockets.&lt;br /&gt;
&#039;&#039;&#039;Costs: 150&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-M56-Cupola.png]]&amp;lt;br&amp;gt;M56 Cupola &lt;br /&gt;
|A heavily modified smartgun made for tanks. Has IFF features.&lt;br /&gt;
&#039;&#039;&#039;Costs:400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56_Cupola_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cupola_Ammo_Box.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#M56 Cupola Magazines (x2)|M56 Cupola Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-Grenade-Launcher.png]]&amp;lt;br&amp;gt;Grenade Launcher&lt;br /&gt;
|A heavily modified grenade launcher made for tanks. Fires grenades. Can hold 4 magazines including one into the chamber.&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Secondary_Armament_Grenade_Launcher_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank_GL_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Grenade Launcher Magazines (x10)|Tank Grenade Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 10 Grenades.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Frontal_Cannon.png]]&amp;lt;br&amp;gt;RE-RE700 Frontal Cannon&lt;br /&gt;
|The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola. &lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RE-RE700_Frontal_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frontal_Cannon_Ammo_Box.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Frontal Cannon Magazines (x)|Frontal Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Support&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Support Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Smoke-Launcher.png]]&amp;lt;br&amp;gt;Smoke Launcher&lt;br /&gt;
|Launches smoke forward to obscure vision.&lt;br /&gt;
&#039;&#039;&#039;Costs: 250&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Smoke Launcher Magazines (x6)|Smoke Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Grenades.&lt;br /&gt;
&#039;&#039;&#039;Costs: 50&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Integrated-Weapons-Sensor-Array.png]]&amp;lt;br&amp;gt;Integrated Weapons Sensor Array&lt;br /&gt;
|Improves the accuracy and fire rate of all onboard weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Overdrive-Enhancer.png]]&amp;lt;br&amp;gt;Overdrive Enhancer&lt;br /&gt;
|Increases the movement speed of the vehicle it&#039;s attached to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_ArtilleryModule.png]]&amp;lt;br&amp;gt;Artillery Module&lt;br /&gt;
|Enables the gunner to see further. Similar to binoculars in function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:APCModule_FlareModule.png]]&amp;lt;br&amp;gt;Flare Module&lt;br /&gt;
|Fires flares in the direction you&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 250&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#FlareLauncher Magazines (x)|Flare Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Flares.&lt;br /&gt;
&#039;&#039;&#039;Costs: 50&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armor Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
!Default APC&lt;br /&gt;
|The default APC without any armour applied.&lt;br /&gt;
&lt;br /&gt;
{{Default APC Stats}}&lt;br /&gt;
|-&lt;br /&gt;
!Default Longstreet Tank&lt;br /&gt;
|The default Longstreet Tank without any armour applied.&lt;br /&gt;
&lt;br /&gt;
{{Default Tank Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Concussive-Armor.png]]&amp;lt;br&amp;gt;Concussive Armor&lt;br /&gt;
|Protects against all sources of damage by reducing it by 10%. Also protects against damage if you ram into a wall or get rammed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
{{Concussive Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Caustic-Armor.png]]&amp;lt;br&amp;gt;Caustic Armor&lt;br /&gt;
|Protects the tank from chemical weapons and acid attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 800&#039;&#039;&#039;&lt;br /&gt;
{{Caustic Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Ballistic-Armor.png]]&amp;lt;br&amp;gt;Ballistic Armor&lt;br /&gt;
|Protects the tank from high penetration weapons and slashing attempts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs:600&#039;&#039;&#039;&lt;br /&gt;
{{Ballistic Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Paladin-Armor.png]]&amp;lt;br&amp;gt;Paladin Armor&lt;br /&gt;
|Protects the tank from large explosive projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
{{Paladin Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Snowplow-Armor.png]]&amp;lt;br&amp;gt;Snowplow Armor&lt;br /&gt;
|Provides no armor but the ability to plow through snow tiles to forge supply lines out of the cold wasteland that is Sorokyne. Additionally targets ran over will take additional damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 500&#039;&#039;&#039;&lt;br /&gt;
{{Snowplow Armor Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Treads&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Treads and Wheels:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank-Treads.png]]&amp;lt;br&amp;gt;Tank Treads&lt;br /&gt;
|Integral to the movement of the tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank-Treads.png]]&amp;lt;br&amp;gt;Tank Robus Treads&lt;br /&gt;
|A more reinforced and stronger variant of the tank&#039;s treads. Though with the stronger tracks, it will slow the tank down a bit more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 350&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:APCModule_APC-Wheels.png]]&amp;lt;br&amp;gt;APC Wheels&lt;br /&gt;
|The wheels of  the APC. Necessary for it to move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Turret&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Turret:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank_Turret.png]]&amp;lt;br&amp;gt;M34A2-A Multipurpose Turret&lt;br /&gt;
|The turret of the tank. Houses the primary and secondary armaments of the the tank. Needs a powerloader in order to lift it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 1000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
&lt;br /&gt;
* If the APC is standing on the rear door of the dropship, It will not be able to launch. Take care of your positioning!&lt;br /&gt;
* You can give a nickname to your vehicle in the Vehicle Tab, make sure to give it a name that is compatible with the RP standards of the server, or you might get in trouble with staff.&lt;br /&gt;
&amp;lt;!-- INSERT MORE TIPS HERE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|leadership=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|powerloader=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=24514</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=24514"/>
		<updated>2023-01-19T21:20:30Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Undo revision 24502 by BlameFrozen (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the effective range of the weapon. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol|&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
{{M4A3 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{88Mod4 Description}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{M44 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M39 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M41A MK2 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M37 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M37A2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM42B Anti Materiel Rifle|&#039;&#039;&#039;XM42B Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{XM42B Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Though looking rather nice, it offers no tactical advantages what so ever compared to the standard issue M44 Revolver. Fires .44 Magnum rounds. Can be acquired through the Custom Loadout in the Character editor for 7 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This M4A3 sports a nickel finish and faux ivory grips. This one is a slightly customized variant produced by a well known gunsmith on Gateway Station. These are commonly purchased by low level enlisted men and junior officers who have nothing better to spend their salary on. Chambered in 9mm. Can be acquired through the Custom Loadout in the Character editor for 5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire and full auto capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
To reload the smartgun you must first open the top cover by clicking the ALT key on your keyboard while clicking on the smartgun and then replacing the magazine, You must then close the cover to be able to shoot it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very few marines have training in the M56 Smartgun system. Among them are you, the Commanding Officer, and the Corporate Smartgunners.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM88 Heavy Rifle}}[[File:XM88.png|64px]]&lt;br /&gt;
[[#XM88 Heavy Rifle|&#039;&#039;&#039;XM88 Heavy Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental man-portable anti-material rifle chambered in .458 SOCOM. It must be manually chambered for every shot. It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally developed by ARMAT Battlefield Systems for the government of the state of Greater Brazil for use in the Favela Wars (2161 - Ongoing) against mechanized infantry. The platform features an onboard computerized targeting system, sensor array, and an electronic autoloader; these features work in tandem to reduce and render inert armor on the users target with successive hits. The Almayer was issued a small amount of XM88s while preparing for Operation Swamp Hopper with the USS Nan-Shan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has a special property - when you obtain multiple direct hits in a row, its armour penetration and damage will increase.&lt;br /&gt;
&lt;br /&gt;
{{XM88 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Bell-Tower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;R-1NG bell tower&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won&#039;t trigger it. It will only trigger when a different hostile entity enters the bell tower&#039;s range.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | 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 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing &#039;&#039;&#039;Z&#039;&#039;&#039; if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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 it&#039;s 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 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=IfB4ee5XzqI&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Magazine Box}}[[File:L42 Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A Magazine Box|&#039;&#039;&#039;L42A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#L42A Extended Magazine Box|&#039;&#039;&#039;L42A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A AP Magazine Box}}[[File:L42 MK-1 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A AP Magazine Box|&#039;&#039;&#039;L42A AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Incendiary Magazine Box}}[[File:L42-MK1 Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#L42A Incendiary Magazine Box|&#039;&#039;&#039;L42A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and L42A magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Sniper Rifle Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56 Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56 Dirty Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56T Terminator Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Flamethrower Pulse Rifle Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
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{{Type 71 Commando Pulse Rifle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
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This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
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{{Type 23 Riot Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.&lt;br /&gt;
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This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
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{{UPP Minigun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
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The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CZ-81 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UPP_Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
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{{Korovin PK-9 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:nyrevolver.png|64px]]&lt;br /&gt;
{{Anchor|Nagant-Yamasaki Revolver}}&lt;br /&gt;
[[#Nagant-Yamasaki Revolver|&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortion of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.&lt;br /&gt;
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{{Nagant-Yamasaki Consolidated}}&lt;br /&gt;
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|}&lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR50.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-50 Light Machine Gun|&#039;&#039;&#039;MAR-50 Light Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable LMG chambered in 7.62x39mm. Commonly found in the hands of slightly better funded criminals.&lt;br /&gt;
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{{MAR-50 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-40 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-30 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
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This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
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These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{R4T Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MP27 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Basira_Strongarm.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Strongarm Rifle}}&lt;br /&gt;
[[#Basira-Strongarm Rifle|&#039;&#039;&#039;Basira-Strongarm Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outercolonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Basira-Strongarm Rifle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
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{{MP5 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{FN FP9000 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MAC-15 Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Custom Built Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A ten-round pump action shotgun with two internal tube magazines allowing for quick reloads, typically used by Colonial Marshals and similar security forces. The two tubes can be loaded separately and switched between by changing firemode, alongside being fireable independently.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To change the tubes, switch firemodes as if changing between burst and non-burst fire on an M41A.&#039;&#039;&#039;&lt;br /&gt;
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{{HG Pump Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Double Barrel Shotgun Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sawn-Off Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Korovin PK-9 Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
&lt;br /&gt;
The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{CZ-81 Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M1911 Consolidated}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{KT-42 Automag Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .357 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smith &amp;amp; Wesson Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CMB Spearhead Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Holdout Pistol Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M83A2_SADAR.png|64px]]&lt;br /&gt;
{{Anchor|M83A2 SADAR}}&lt;br /&gt;
[[#M83A2 SADAR|&#039;&#039;&#039;M83A2 SADAR&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M83A2 SADAR is a lightweight one-shot anti-armour weapon capable of engaging enemy vehicles at ranges up to 1,000m. Fully disposable, the rocket&#039;s launcher is discarded after firing. When stowed (unique-action), the SADAR system consists of a watertight carbon-fiber composite blast tube, inside of which is an aluminum launch tube containing the missile. The weapon is fired by pushing a charge button on the trigger grip.  It is sighted and fired from the shoulder. Can be found, rarely, in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M83A2 SADAR Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{Highpower Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Beretta Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Katana Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Two Bore Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Webley MK VI Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|SVD Dragunov-033 Sniper Rifle}}&lt;br /&gt;
[[#SVD Dragunov-033 Sniper Rifle|&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mmR rounds and holds bullets per magazine. It comes with a rail scope, sniper barrel and wooden stock attached.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVD Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Is a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. Due to its age, it is prone to feeding issues, but it can hold a large number of rounds with either the 35 round box magazines or 71 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PPSH Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M16A2 Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nailgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PKL Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M2019 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#M40-SD Pulse Rifle|&#039;&#039;&#039;M40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#MK210 Tactical Shotgun|&#039;&#039;&#039;MK210 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Consolidated}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing blue laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market. Noted to be in use on the New Varadero outpost.&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto-9 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XS-9 Targeting Relay--&amp;gt;&lt;br /&gt;
{{XM88Scope_Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41afoldingstock--&amp;gt;&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--XM88 Padded Stock--&amp;gt;&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|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 &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Squad_Medic|Squad Medic&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|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 engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner. &lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|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.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|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 SU-6 smartpistol. Available only in the &#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|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.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Squad_Smartgunner|&#039;&#039;&#039;USCM Squad Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|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&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|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.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Tactical Binoculars&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Tactical Binoculars}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
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&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien 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 &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode). This item is used by Intelligence Officers to provide intelligence points which can be spent on various things.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
Gas masks are available in ColMarTech Automated Closets for all marines. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Automatically worn when no uniform is put on. Can be customized in the character setup screen.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = 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.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = XM12 Pattern Radio Operator Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&amp;lt;br&amp;gt;{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Template:M3 EOD Armor}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3 EOD Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-S Light Armor Stats}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-T Light Armor Stats}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armour Description}}&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M35 Armor Stats}}&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-G4 Grenadier Armor Stats}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Wardens.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Warden]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Warden Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
* Cannot hold items.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; in riot situations. Also found in the Marshall&#039;s Office armory of Solaris Ridge and Prison Station.&lt;br /&gt;
{{Riot Armor Stats}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Smartgunner|Squad Smartgunners]]&#039;&#039;&#039;.&lt;br /&gt;
{{M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039; has a special set in the CIC armory.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Executive Officer|Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Officer Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman| Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Experimental Personal Armor Stats}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = 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 &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = M4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily customized suit of M3 armor. Used by MARSOC operators.&amp;lt;br&amp;gt;{{MARSOC M3 Pattern Armor Stats}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. Able to withstand a pounce from the front. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Evolution.png&amp;diff=24490</id>
		<title>File:Evolution.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Evolution.png&amp;diff=24490"/>
		<updated>2023-01-19T21:15:53Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: BeagleGaming1 uploaded a new version of File:Evolution.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Frozen had promised to unban me after three months but he failed to keep his promise so I&#039;m gonna break my promise. So until I unbanned, I&#039;m gonna spam the discord, github, the forum waiting list, and once I get a few laptops from ebay, non-rp every round, killing marines. I will never stop until my promise is fulfilled, period.&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=24215</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=24215"/>
		<updated>2022-12-14T00:35:41Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Surgvest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Greenish synthcotton vest purpose made for carrying surgical tools in 12 self-sterilizing pockets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synth_IMP_vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3A1 Synthetic Utility Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A suit vest purpose-made for synthetics and based off of the M3 pattern armors, complete with a shoulder-mounted flashlight and a suit storage slot. Provides no protection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are fire resistant. Now no longer limited to MP personnel!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions. Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
&lt;br /&gt;
*To recharge the backpack, go up to an apc while wearing the backpack and click on the apc in grab intent.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
!Charge Cost&lt;br /&gt;
|-&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|[[File:Protective Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Protective Form&#039;&#039;&#039;&lt;br /&gt;
|Reduces brute and burn damage taken by 80%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will be unable to attack whilst this ability is active.&#039;&#039;&#039;&lt;br /&gt;
|width=100| 50 Charge&lt;br /&gt;
 |-&lt;br /&gt;
 |width=100|[[File:Immobile Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Immobile Form&#039;&#039;&#039;&lt;br /&gt;
| Immobilses you so that you won&#039;t be pushed about.&lt;br /&gt;
|width=100| 20 Charge&lt;br /&gt;
|-&lt;br /&gt;
 |width=100|[[File:Repair Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Repair Form&#039;&#039;&#039;&lt;br /&gt;
| Repairs a moderate amount of sustained damage.&lt;br /&gt;
|width=100| 100 Charge &lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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 engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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 &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:new auxiliary gear rack.PNG|64px]] Auxiliary Gear Rack  [[File:new auxiliary gear rack.PNG|64px]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical_Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}} (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). 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). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;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. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Experimental_vendor.png|64px]] Experimental Vendor [[File:Experimental_vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation, via inserting the token from your equipment rack.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Experimental Tools&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Tool:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Autocompressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autocompressor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A device that gives regular compression to the victim&#039;s ribcage, used in case of urgent heart issues. Click a person with it to place it on them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Backpack_Firefighting_Watertank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Backpack Firefighting Watertank&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A refrigerated and pressurised backpack tank with an extinguisher nozzle, intended to fight fires and plug hull breaches. Can swap between extinguisher, metal foam launcher and a smaller scale metal foamer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding 5px;&amp;quot; |[[File:B5_Breaching_Hammer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;B5 Breaching Hammer&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls, but looks way too heavy for a human to use. Fits on the back slot like a fire-axe.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_defib.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This particular defibrillator has halved charge capacity compared to the standard emergency defibrillator, but can fit in your pocket. Has 10 charges.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_Nailgun.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Nailgun Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Cannot fire nails offensively due to a lack of a gas seal around the nail, meaning it cannot build up the pressure to fire.  Comes with three magazines - one loaded, and two spare.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Crew_monitor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Crew Monitor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A tool used to get coordinates to deployed personnel. It was invented after it was found out 3/4 command officers couldn&#039;t read numbers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_meson_googles.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Meson Googles&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An improved but experimental version of the standard issue meson goggles, due to increased complexity these can only be worn by synthetics. Allows for full night vision and viewing of the surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Portadialysis.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Dialysis Machine&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A man-portable dialysis machine, with a small internal battery that can be recharged. Filters out all foreign compounds from the bloodstream of whoever it&#039;s attached to, but also typically ends up removing some blood as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Telebaton.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Telescopic Baton&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A compact yet rebalanced personal defense weapon. Can be concealed when folded.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]Colony Synthetic Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=1&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]Shipside Synthetic Skillsets[[File:Synth.png]]===&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Vehicle_Crewman&amp;diff=23898</id>
		<title>Vehicle Crewman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Vehicle_Crewman&amp;diff=23898"/>
		<updated>2022-11-20T22:09:27Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Vehicle-Crewman.png&lt;br /&gt;
|jobtitle = Vehicle Crewman&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Corporal&lt;br /&gt;
|superior = Command staff&lt;br /&gt;
|unlock = Ten hours as any squad role, five hours as a [[Squad Engineer]]&lt;br /&gt;
|duties = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.&lt;br /&gt;
|guides = No external guides&lt;br /&gt;
|description = Your job is to operate and maintain the ship&#039;s armored vehicles.&amp;lt;br&amp;gt;You are in charge of representing the armored presence amongst the marines during the operation, as well as maintaining and repairing your own vehicles. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The Ridge&#039; is a scary tank. Its got stealth, mobility, firepower and point defenses better&#039;n anything we had on the M22. What&#039;s so neat is the way the automatics handle the workload - you&#039;d think you need at least three crew to run all this crap, but in fact you can do it with the same two girls you had in the Jackson. The only problem we had in our battalion was running the panzers in after they were delivered, factory fresh - you need to fire the guns a lot and run all the equipment a number of times before the sensors and weapons settle down and fully integrate.&amp;quot;&#039;&#039; - Capt. Andrea Mae Samona, 2nd Colonial Marine Tank Battalion, &#039;&#039;Colonial Marines Tech Manual&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
After you somehow passed the vehicle operator test you&#039;re now finally going to get to use the vehicles the USCM provides during a military operation, though you&#039;ll have to wait first as the vehicles you have has been left un-maintained in the vehicle bay throughout the Almayer&#039;s voyage. Make sure to either fix the vehicle yourself or to radio in to the resident grease monkeys over in engineering and tell them that you need the vehicle repaired and retrofitted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Insulated_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Protects users against electrical shocks.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A modified and refashioned suit of M3 Pattern armour designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This one is a command variant which has access to all channels.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welding_kit.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Welding Kit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavy-duty, portable welding fluid carrier.&lt;br /&gt;
Holds 600 units of welding fuel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Personal Sidearms&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Sidearms:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:M4a3Commander.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{M4A3 Custom Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Custom Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Vp78.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Pistol&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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 &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M4A3 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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&#039;t a very common sight and is only specially issued.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick Two&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Pouch able to 6 hold pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Drop_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | {{Drop Pouch Description}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Welding Protection&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A head-mounted face cover designed to protect the wearer completely from space-arc eye.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &#039;&#039;&#039;Pick One&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:175px;&amp;quot;|&#039;&#039;&#039;Point Cost:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Costs 10 points&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L42 AP mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&amp;lt;br&amp;gt;Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 32&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
|width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 48&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 34&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 41&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0.8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 31&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 20%;&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0.8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Utilities:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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 &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{C4 Description}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Any role with their engineering skill at level 2 or more such as, you the crewman, Maintenance Technicians, the Chief Engineer, Squad Engineers and the Synthetic are the only personnel currently capable of performing repairs and replacing parts of the tank.  &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quickstart==&lt;br /&gt;
*Gear up, anything you need will be in the Equipment Rack in terms of clothing and for your weapon needs at the Weapons Rack, both vendors are in your Vehicle Crewman(VC) Bunks.&lt;br /&gt;
&lt;br /&gt;
*Now it&#039;s time to call your variant of the M577 APC type, make sure to talk about it with your VC Partner and make sure there&#039;s enough Medical or CIC Personnel depending on your variant selection. This can be done with the Vehicle ASRS Console&lt;br /&gt;
&lt;br /&gt;
*When you have the broken M577 APC you want to remove all the destroyed modules, do this with your crowbar, at the same time your VC Partner can weld the hull, it will need to be welded three times then you need to tighten the nuts with a wrench, only one time is needed.&lt;br /&gt;
&lt;br /&gt;
*When the hull is repaired you will be able to install the new replacement modules, vend them via the Vehicle Parts Delivery System, you want to have all the modules vended then installed in the M577 APC, each module takes its own time to install, so give it time.&lt;br /&gt;
&lt;br /&gt;
*When you enter the M577 APC you will find a locker and the Ammunition Loader, with any other things depending on the variant.&lt;br /&gt;
&lt;br /&gt;
*To load the Ammunition Loader simply put ammo in it by clicking it with a magazine on your selected hand, the rest of the ammo can be placed in the locker for later usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now this is the important part, you want to talk with your VC Partner and see what role you will take, Driver or Gunner.&lt;br /&gt;
----&lt;br /&gt;
== Roles ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Driver&amp;quot;&amp;gt;&lt;br /&gt;
=== Driver ===&lt;br /&gt;
As the driver, familiarize yourself with the momentum gain and speed of your vehicle in the Vehicle Bay or Hangar before the drop. Not only is it annoying to overshoot your turn when you are driving groundside, it can be the difference between life or death in a combat situation! Additionally, pull up the webmap of the AO you will be deploying to ahead of time. Nothing is more frustrating than not knowing where you are, so be proactive and figure out the names of where you&#039;re going and what places you might be driving.&lt;br /&gt;
&lt;br /&gt;
*Try not to run over marines. While it doesn&#039;t hurt them or stun them for very long after you&#039;ve driven over them, it can annoy them, and prevents them from shooting at xenoes around you while they are underneath your vehicle. &lt;br /&gt;
&lt;br /&gt;
*Remember that your vehicle blocks xenoes from moving past you and can also push smaller xenoes. If marines are being routed, use this ability to buy time for marines to run and regroup.&lt;br /&gt;
&lt;br /&gt;
*The Driver can also lock the doors, this will prevent anyone without Vehicle access to get in (doesn&#039;t prevent UPP or CLF as they have All Access for some reason) and will slow xenos by entering the vehicle for 3 seconds instead of 0.5 seconds. &lt;br /&gt;
&lt;br /&gt;
*An IMPORTANT note for the driver. As currently, the vehicle momentum code is bugged, so if you&#039;re driving make sure to remember the following: sometimes your vehicle will move one extra tile of whatever direction you&#039;re moving to, you can cancel this by &amp;gt;turning&amp;lt; your vehicle in the last moment&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Driving the Vehicles:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Tank_Movement.png|500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Green highlighted areas are places you can turn the vehicles to. You are able to do so by using either WASD or the arrow keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Forwards_and_Backwards.png|500px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The arrows show that the vehicles can only move forward/backwards when facing that direction.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Obstructed_movement.png|500px|Obstructed movement]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Areas highlighted in orange means that the vehicles is not able to move. The object must either be removed or destroyed in order for the tank to rotate. The vehicles can destroy walls/resin structures (up to reinforced walls) by continuously driving into them. Doing this damages the vehicles&#039;s modules so be careful not to over do it. The weapons on some vehicles are an alternative for destroying walls/resin structures, though you will be expending a lot of ammunition to take them down. It&#039;s best to find another route or get the marines to remove it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gunner&amp;quot;&amp;gt;&lt;br /&gt;
=== Gunner ===&lt;br /&gt;
As the gunner, recognize that you have no control over which direction the APC is facing. Anticipate every opportunity your driver gives you to fire at xenoes and take full advantage! Both of your guns are IFF and can fire through marines, so feel free to support them closely. You also control the flare module, which launches flares to illuminate areas. These flares will not harm marines, but they will not pass through them either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember Gunner shortcuts:&lt;br /&gt;
*&#039;&#039;&#039;Mouse Left Click Button&#039;&#039;&#039; will fire your SELECTED GUN&lt;br /&gt;
*&#039;&#039;&#039;Middle Mouse Button&#039;&#039;&#039; will fire your NON-SELECTED GUN &lt;br /&gt;
*&#039;&#039;&#039;CTRL CLICK&#039;&#039;&#039; will fire your support module.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Using the armaments:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Switching the vehicle&#039;s weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | In order to change the weapon you are currently using. You must click on the &#039;&#039;&#039;Vehicle&#039;&#039;&#039; tab and click &#039;&#039;&#039;Cycle Hardpoint Module&#039;&#039;&#039; (you can bind a hotkey for it with [[Macros]]). A menu will open, allowing you to select from Primary, Secondary and Support if you have them installed on the tank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Using the weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To be able to fire any of the weapons when selected, you simply &#039;&#039;&#039;left click&#039;&#039;&#039; on a tile to fire the armament selected. To fire the alternative armament, &#039;&#039;&#039;middle click&#039;&#039;&#039; a tile. If you select the support module, you can &#039;&#039;Click&#039;&#039; a tile to activate it. You can also use &#039;&#039;&#039;middle click&#039;&#039;&#039; to fire the primary armament and &#039;&#039;&#039;Ctrl+Click&#039;&#039; to fire the secondary armament while having the support module selected. Do note that this method can only be used while the support module is selected. &#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;: Do note that the tank&#039;s primary armaments only has a 90 degrees firing arc, which means the tank must constantly rotate in order to fire elsewhere. Secondary and support armaments will have a 180 degrees firing arc. You are also unable to point while in the tank as well as shoot anything directly next to it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Reloading&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Inside the vehicles interior, click on the auto loader, there will be a menu that&#039;ll pop open. Select the armament you want to reload in order to reload it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- not really gonna come back, is it?&lt;br /&gt;
= The Tank=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Tank:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 10px;&amp;quot; | [[File:Tank.png|400px|M34A2 Longstreet light tank]]&amp;lt;br&amp;gt;M34A2 Longstreet Light Tank&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A &#039;&#039;light&#039;&#039; but very modular tank, which may house an array of attachments, allowing it to be an effective, well-rounded armored vehicle. Has a rotating turret that allows the gunner to fire in any direction, though it takes time to turn the turret.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:30%&#039;&#039; style=&amp;quot;width:30%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank Interior.png|250px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only Vehicle Crewmen can operate the tank and Marines who&#039;ve used the VC Pamphlets. Although the SEA and synthetic can drive it.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Once the Tank has been fully repaired and retrofitted head to the highlighted green square at the sides of the Tank (as seen below) and click on the Tank . Upon clicking the Tank from that position will appear into the interior of the Tank . Make sure to discuss with your tanker companion which seat to take.&lt;br /&gt;
&lt;br /&gt;
NOTE: The tank is currently admin spawn only and is unavailable through normal play.&lt;br /&gt;
&lt;br /&gt;
[[File:Tank_GetIn.png|350px]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Armoured Personnel Carrier=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Armoured Personnel Carrier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M577_APC.png|300px|M577 Armoured Personnel Carrier]]&amp;lt;br&amp;gt;M577 Armored Personnel Carrier&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A versatile &#039;&#039;Armoured&#039;&#039; Personnel Carrier (APC). Doesn&#039;t have any armour so be careful when sustaining damage. Has 3 variants, Transport, Medical and Command. &#039;&#039;&#039;Only Vehicle Crewmen can operate the APC, although the SEA and Synthetic can drive it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPORT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Transport variant has 14 passenger seats, 2 support gunner seats and 2 vehicle crewmen seats. It has two modified IFF M56 Firing Port Weapons to provide fire support for marines entering and exiting the vehicle. Also includes a nanomed for restocking basic medical supplies and a fire extinguisher. It also has a rear entrance/exit.&lt;br /&gt;
&lt;br /&gt;
*It can carry 15 troops, 1 Synthetic with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Transport Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Transport Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:30%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;M56 FPW:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
&#039;&#039;&#039;Firing Port Weapon Information&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
The Firing Port Weapons (FPWs) are upgraded M56&#039;s with IFF, but have only 45 rounds (15 bursts) and a 90 seconds reload. &#039;&#039;&#039;Only useable with hull above 50%&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;FPW Stats&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: 35%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 5&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:M4A3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEDICAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Medical variant comes with a body scanner, blood bag dispenser, WY Medical Vendor. It also has 7 passenger seats, 1 seat for any onboard medical personnel and 2 vehicle crewmen seats.&lt;br /&gt;
&lt;br /&gt;
*It can carry 7 troops, 1 medical support personnel with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
In addition to this, it can store up to 8 dead bodies that can be revived.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Medical Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Medical Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Command variant comes with an overwatch console, tactical map, medium ranged sensor tower that has &#039;&#039;&#039;a 45 tile radius&#039;&#039;&#039;, with 8 seats for passengers, 1 seat for a commanding officer and 2 vehicle crewmen.&lt;br /&gt;
&lt;br /&gt;
The sensor tower detects the positions of aliens within a radius of 45 tiles and puts them on the tactical map.&lt;br /&gt;
&lt;br /&gt;
*It can carry 8 troops, 1 commanding officer with 2 crewmen.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&#039;&#039;height:50%&#039;&#039; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Command Interior:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:APC Command Interior.png|500px]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Repairing and Replacing:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Broken_M577_APC.png|64.px|Broken M577 Armored Personnel Carrier]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Broken M577 Armored Personnel Carrier&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The broken APC. It&#039;s useless without any proper armament. It can&#039;t move at all when it&#039;s been this badly damaged. Although it can just barely move with broken or no wheels. It&#039;ll take a lot of work just to fix it, and you&#039;ll need spare parts and properly trained people to do so. The replacement parts are costly, you better make sure they don&#039;t go to waste!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Repairing the vehicle frame&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Repair the frame with a welder 3 times (depending on the damage) and use a wrench &#039;&#039;&#039;once&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing Modules from Hardpoints&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Use a Crowbar to uninstall any modules from the their hardpoints. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Removing/Replacing the Tank&#039;s Turret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | To replace the tank&#039;s turret, you&#039;ll need a powerloader. Get in the powerloader and click on the tank. Remove the turret and pickup the replacement turret. Click on the tank once more with the turret in the powerloader&#039;s clamp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Once the APC has been fully repaired and retrofitted head to the highlighted green square at the sides of the APC (as seen below) and click on the APC. Upon clicking the APC from that position will appear into the interior of the APC. Make sure to discuss with your other crewman companion which seat to take.&lt;br /&gt;
&lt;br /&gt;
[[File:APC_GetIn.png]]&lt;br /&gt;
&lt;br /&gt;
= Repairing Modules =&lt;br /&gt;
&lt;br /&gt;
Due to your crafty ingenuity and taking a course at your engineering college where you&#039;ve &#039;&#039;somehow&#039;&#039; learned to drive tanks and APCs, you&#039;re now able to repair your own modules on the go! Assuming it&#039;s not [[Slang|Fucked Up Beyond All Repair]], you&#039;ll be able to repair all modules back to pristine condition! Simply take any damaged modules off of the vehicle, weld it and you&#039;ve repaired the module by a certain percentage. Continue doing so until you&#039;ve fixed it all.&lt;br /&gt;
&lt;br /&gt;
Pull down your goggles or get your welding helmet at crewmen&#039;s quarter (in hangar, south of dropship 2), remember to flip them down before you start to avoid eye damage when welding. Remember to turn off your welder before refilling or the fuel tank will blow up.&lt;br /&gt;
&lt;br /&gt;
=Vehicle Modules [[File:Vehicle_part_Delivery_System.png]]=&lt;br /&gt;
The APC modules below are available from the Vehicle Parts Delivery System after you have selected your APC module using the vehicle ASRS console. Other modules are available only through admin events.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:36%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Damage Multipliers per Armament Type:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Primary:&#039;&#039;&#039;  0.15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary:&#039;&#039;&#039;  0.125&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;APC Starting Kit Selection&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Dual_Cannon.png]]&amp;lt;br&amp;gt;PARS-159 Boyars Dualcannon&lt;br /&gt;
|A primary two-barrel cannon for the APC that shoots 20mm IFF-compatible rounds.&lt;br /&gt;
&lt;br /&gt;
Comes preloaded with 200 rounds.&lt;br /&gt;
&lt;br /&gt;
{{Boyars_Flak_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#PARS-159 Boyars dualcannon magazines (x5)|PARS-159 Dualcannon IFF Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 60 rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;Four spare magazines come with the cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Two spare magazines can be loaded into the APC ammunition loader once the cannon is mounted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Frontal_Cannon.png]]&amp;lt;br&amp;gt;Bleihagel RE-RE700 Frontal Cannon&lt;br /&gt;
|The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola. &lt;br /&gt;
&lt;br /&gt;
Comes preloaded with 500 rounds.&lt;br /&gt;
&lt;br /&gt;
Occupies the secondary module hardpoint.&lt;br /&gt;
&lt;br /&gt;
{{RE-RE700_Frontal_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frontal_Cannon_Ammo_Box.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Bleihagel RE-RE700 frontal cannon magazines (x2)|Frontal Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine comes with the cannon.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine can be loaded into the APC ammunition loader once the cannon is mounted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_FlareModule.png]]&amp;lt;br&amp;gt;Flare Module&lt;br /&gt;
|Fires flares in the direction you&#039;re facing. &lt;br /&gt;
&lt;br /&gt;
Comes preloaded with six flares.&lt;br /&gt;
&lt;br /&gt;
Occupies the support module hardpoint.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#FlareLauncher Magazines (x)|Flare Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Flares.&lt;br /&gt;
&amp;lt;br&amp;gt; One spare magazine comes with the launcher.&lt;br /&gt;
&amp;lt;br&amp;gt; Up to three spare magazines can be loaded into the APC ammunition loader once the launcher is mounted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_APC-Wheels.png]]&amp;lt;br&amp;gt;APC Wheels&lt;br /&gt;
|Integral to the movement of the APC.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Main Armament Emplacement&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Main Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_LTB-Cannon.png]]&amp;lt;br&amp;gt;LTB Cannon&lt;br /&gt;
|The LTB Cannon is a formidable high explosive primary armament which can heavily damage a target upon direct hit. It has a medium-sized area of effect when fired, causing all within the explosion radius to take damage. The LTB Cannon can additionally have 3 magazines loaded for a total of 12 shots, reloading after every 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LTB_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LTB_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LTB Magazine&#039;&#039;&#039;&lt;br /&gt;
|Contains 4 high explosive rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_Auto-Cannon.png]]&amp;lt;br&amp;gt;AC3-E Autocannon&lt;br /&gt;
|The AC3-E Autocannon is a primary armament for the tank. It fires explosive flak rounds that decimate enemy combatants within a tight area, damaging anyone in range with its flak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Autocannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autocannon Magazine&#039;&#039;&#039;&lt;br /&gt;
|Contains 40 high explosive rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_Dragon_Flamer.png]]&amp;lt;br&amp;gt;DRG-NF Flamethrower&lt;br /&gt;
|[[File:Primary_Flamer_Unit_effect.png|160px|thumb|]]The DRG-NF Flamethrower is a primary armament for the tank. It spews out extremely hot fire against opponents dumb enough to stand in front of it. Great for clearing out anything stuck inside a building or barbecuing your enemies! Can hold 1 additional fuel tank for the primary weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DRG-NF_Flamethrower_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Drg_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower Canister&#039;&#039;&#039;&lt;br /&gt;
|Contains 100 fuel.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:TankModule_LTAA-AP-Minigun.png]]&amp;lt;br&amp;gt;LTAA AP Minigun&lt;br /&gt;
|The LTAA AP Minigun fires armor piercing rounds at a high fire rate. Its ability to fire projectiles in rapid succession dominates against any infantry opponent, shredding them apart. Can hold 1 extra magazine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LTAA_Minigun_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LTAA AP Minigun Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#LTAA AP Minigun Magazines (x3)|LTAA AP Minigun Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 300 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 200&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Dual_Cannon.png]]&amp;lt;br&amp;gt;Boyar&#039;s Dual Flak Cannon&lt;br /&gt;
|A primary two-barrel cannon for the APC that shoots explosive flak rounds. Fires in two round bursts. The flak rounds are similar to the Auto-Cannon on the Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Boyars_Flak_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autocannon_Magazine.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Boyars Dual Flak Cannon Magazines (5)|Boyars Dual Flak Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 60 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 150&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Secondary Armament Emplacement&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Secondary Armament Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Secondary Flamer Unit}}[[File:TankModule_Secondary-Flamer-Unit.png]]&amp;lt;br&amp;gt;Secondary Flamer Unit&lt;br /&gt;
|[[File:Secondary_Flamer_Unit_effect.png|160px|thumb|]]A heavily modified incinerator unit made for tanks, uses standard incinerator fuel and sets the enemy and your surroundings on fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Secondary_Flamer_Unit_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LargeIncineratorTank.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Tank Flamer Magazines (x5)|Tank Flamer Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 120 units of fuel.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-TOW-Launcher.png]]&amp;lt;br&amp;gt;TOW Launcher&lt;br /&gt;
|Fires rockets at the enemy.&lt;br /&gt;
&#039;&#039;&#039;Costs: 500&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOW_Launcher_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#TOW Launcher Magazines (x4)|TOW Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 5 rockets.&lt;br /&gt;
&#039;&#039;&#039;Costs: 150&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-M56-Cupola.png]]&amp;lt;br&amp;gt;M56 Cupola &lt;br /&gt;
|A heavily modified smartgun made for tanks. Has IFF features.&lt;br /&gt;
&#039;&#039;&#039;Costs:400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56_Cupola_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cupola_Ammo_Box.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#M56 Cupola Magazines (x2)|M56 Cupola Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Secondary-Grenade-Launcher.png]]&amp;lt;br&amp;gt;Grenade Launcher&lt;br /&gt;
|A heavily modified grenade launcher made for tanks. Fires grenades. Can hold 4 magazines including one into the chamber.&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Secondary_Armament_Grenade_Launcher_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank_GL_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Grenade Launcher Magazines (x10)|Tank Grenade Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 10 Grenades.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:APCModule_Frontal_Cannon.png]]&amp;lt;br&amp;gt;RE-RE700 Frontal Cannon&lt;br /&gt;
|The marketing department over at Bleihagel would have you believe that the RE-RE700 is an original design. However, experts who pried the cover off the cannon have discovered an object with a striking similarity to the popular M56 Cupola. It is still unknown why the cannon has two barrels. They seem so similar, that the RE-RE700 even has the IFF of the M56 Cupola. &lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RE-RE700_Frontal_Cannon_Stats}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Frontal_Cannon_Ammo_Box.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Frontal Cannon Magazines (x)|Frontal Cannon Magazines]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 500 rounds.&lt;br /&gt;
&#039;&#039;&#039;Costs: 100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Support&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Support Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Smoke-Launcher.png]]&amp;lt;br&amp;gt;Smoke Launcher&lt;br /&gt;
|Launches smoke forward to obscure vision.&lt;br /&gt;
&#039;&#039;&#039;Costs: 250&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#Smoke Launcher Magazines (x6)|Smoke Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Grenades.&lt;br /&gt;
&#039;&#039;&#039;Costs: 50&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Integrated-Weapons-Sensor-Array.png]]&amp;lt;br&amp;gt;Integrated Weapons Sensor Array&lt;br /&gt;
|Improves the accuracy and fire rate of all onboard weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Overdrive-Enhancer.png]]&amp;lt;br&amp;gt;Overdrive Enhancer&lt;br /&gt;
|Increases the movement speed of the vehicle it&#039;s attached to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 400&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_ArtilleryModule.png]]&amp;lt;br&amp;gt;Artillery Module&lt;br /&gt;
|Enables the gunner to see further. Similar to binoculars in function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:APCModule_FlareModule.png]]&amp;lt;br&amp;gt;Flare Module&lt;br /&gt;
|Fires flares in the direction you&#039;re facing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 250&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smoke_Launcher_Magazine.png]]&lt;br /&gt;
&#039;&#039;&#039;[[Requisitions#FlareLauncher Magazines (x)|Flare Launcher Magazine]]&#039;&#039;&#039;&lt;br /&gt;
|Contains 6 Flares.&lt;br /&gt;
&#039;&#039;&#039;Costs: 50&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armor Module:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
!Default APC&lt;br /&gt;
|The default APC without any armour applied.&lt;br /&gt;
&lt;br /&gt;
{{Default APC Stats}}&lt;br /&gt;
|-&lt;br /&gt;
!Default Longstreet Tank&lt;br /&gt;
|The default Longstreet Tank without any armour applied.&lt;br /&gt;
&lt;br /&gt;
{{Default Tank Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Concussive-Armor.png]]&amp;lt;br&amp;gt;Concussive Armor&lt;br /&gt;
|Protects against all sources of damage by reducing it by 10%. Also protects against damage if you ram into a wall or get rammed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
{{Concussive Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Caustic-Armor.png]]&amp;lt;br&amp;gt;Caustic Armor&lt;br /&gt;
|Protects the tank from chemical weapons and acid attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 800&#039;&#039;&#039;&lt;br /&gt;
{{Caustic Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Ballistic-Armor.png]]&amp;lt;br&amp;gt;Ballistic Armor&lt;br /&gt;
|Protects the tank from high penetration weapons and slashing attempts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs:600&#039;&#039;&#039;&lt;br /&gt;
{{Ballistic Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Paladin-Armor.png]]&amp;lt;br&amp;gt;Paladin Armor&lt;br /&gt;
|Protects the tank from large explosive projectiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 600&#039;&#039;&#039;&lt;br /&gt;
{{Paladin Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Snowplow-Armor.png]]&amp;lt;br&amp;gt;Snowplow Armor&lt;br /&gt;
|Provides no armor but the ability to plow through snow tiles to forge supply lines out of the cold wasteland that is Sorokyne. Additionally targets ran over will take additional damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 500&#039;&#039;&#039;&lt;br /&gt;
{{Snowplow Armor Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Treads&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Treads and Wheels:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank-Treads.png]]&amp;lt;br&amp;gt;Tank Treads&lt;br /&gt;
|Integral to the movement of the tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank-Treads.png]]&amp;lt;br&amp;gt;Tank Robus Treads&lt;br /&gt;
|A more reinforced and stronger variant of the tank&#039;s treads. Though with the stronger tracks, it will slow the tank down a bit more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 350&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:APCModule_APC-Wheels.png]]&amp;lt;br&amp;gt;APC Wheels&lt;br /&gt;
|The wheels of  the APC. Necessary for it to move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 300&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Turret&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Turret:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=800|Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:TankModule_Tank_Turret.png]]&amp;lt;br&amp;gt;M34A2-A Multipurpose Turret&lt;br /&gt;
|The turret of the tank. Houses the primary and secondary armaments of the the tank. Needs a powerloader in order to lift it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs: 1000&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
&lt;br /&gt;
* If the APC is standing on the rear door of the dropship, It will not be able to launch. Take care of your positioning!&lt;br /&gt;
* You can give a nickname to your vehicle in the Vehicle Tab, make sure to give it a name that is compatible with the RP standards of the server, or you might get in trouble with staff.&lt;br /&gt;
&amp;lt;!-- INSERT MORE TIPS HERE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|leadership=1&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|powerloader=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Comms&amp;diff=23447</id>
		<title>Comms</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Comms&amp;diff=23447"/>
		<updated>2022-11-04T19:44:44Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: /* Niche channels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Communication, Comms and Languages ==&lt;br /&gt;
&lt;br /&gt;
Communication is key to winning and having a good time in Colonial Marines. Here are all the things you might need to learn to using them properly.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
The default shortcut to open the comms menu is &amp;quot;t&amp;quot;. If you type your message without anything you&#039;ll say it locally, and it can only be heard by people (and devices) within sight of you.&lt;br /&gt;
&lt;br /&gt;
To access specific channels, start your message with &amp;quot;;&amp;quot;, &amp;quot;:&amp;quot;, &amp;quot;#&amp;quot;, or &amp;quot;.&amp;quot;. The last three are followed by a letter (for accessing radio channels) or a number (for a language) or a combination of the two. The letters are case-insensitive.&lt;br /&gt;
&lt;br /&gt;
So &amp;quot;:n&amp;quot; will send a message over the engineering channel, same as &amp;quot;:N&amp;quot;, &amp;quot;#n&amp;quot;, &amp;quot;#N&amp;quot;, &amp;quot;.n&amp;quot; and &amp;quot;.N&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Say / Radio Commands ===&lt;br /&gt;
&lt;br /&gt;
==== Main channels ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Comms command !! What is it used for !! Main users&lt;br /&gt;
|-&lt;br /&gt;
| ; || General faction communication. Xenos use it to talk in Hivemind, Marines use it to talk in their Squad chat, Yautja, Survivors, ERTs, etc. use it for their special communication channels, and Almayer ship crew uses it for general comms. || Everyone, in their own way&lt;br /&gt;
|-&lt;br /&gt;
| :m || Medical channel || Squad Medics, Doctors, Research, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :n || Engineering channel || Squad Engineers, Ordnance Technicians, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :v || Command channel || Command Staff, Squad Leaders, Department Heads, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :p || Military Police channel || MPs, Command Staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :u || Requisition channel || Requisition Staff, Command, RTOs, SLs, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :j || JTAC channel || Pilot crew, RTOs, SLs, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :t || Intel channel || IOs, Command Staff, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Squad channels ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Comms command !! What is it used for !! Main users&lt;br /&gt;
|-&lt;br /&gt;
| :a || Alpha Squad Channel || Alpha Squad Marines, Command Staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :b || Bravo Squad Channel || Bravo Squad Marines, Command Staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :c || Charlie Squad Channel || Charlie Squad Marines, Command Staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :d || Delta Squad Channel || Delta Squad Marines, Command Staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :e || Echo Squad Channel || Echo Squad Marines, Command Staff, etc.&lt;br /&gt;
|-&lt;br /&gt;
| :f || Foxtrot Squad Channel || Foxtrot Squad Marines, Command Staff, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Niche channels ====&lt;br /&gt;
Channels that are rarely used, but might come up every now and then, or used by specific rarer faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Comms command !! What is it used for !! Main users&lt;br /&gt;
|-&lt;br /&gt;
| :y || WY channel || CL, PMCs, whoever CL gifted a special decryption key to.&lt;br /&gt;
|-&lt;br /&gt;
| :o || CCT Channel (JTAC equivalent for HvH) || ???&lt;br /&gt;
|-&lt;br /&gt;
| :z || High Command Channel || Members of the High Command (Provost, their crew, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| :k || MARSOC Channel || MARSOC squad members&lt;br /&gt;
|-&lt;br /&gt;
| :g || Almayer Channel || People who want to use USCM general chat but don&#039;t start with it by default (such as Survivors with extra decryption keys).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
Every mob in the game speaks a language. Most often you won&#039;t notice it, because you communicate with friendlies in your default language, but sometimes there will be other languages you might know to communicate with other factions. Synthetics can communicate in all languages, Yautja understand all languages but need a communicator to talk back. If you&#039;re unsure what languages you know, check your IC verb Check Known Languages.&lt;br /&gt;
&lt;br /&gt;
==== Main languages ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Chat command !! Language !! Who is it mostly used by?&lt;br /&gt;
|-&lt;br /&gt;
| :1 || English || USCM, Survivors, most other factions also know it&lt;br /&gt;
|-&lt;br /&gt;
| :2 || Japanese || CLF&lt;br /&gt;
|-&lt;br /&gt;
| :3 || Russian || UPP&lt;br /&gt;
|-&lt;br /&gt;
| :4 || Weltraumdeutsch || Various&lt;br /&gt;
|-&lt;br /&gt;
| :5 || Neospanish || Various&lt;br /&gt;
|-&lt;br /&gt;
| :8 || Chinese || Various&lt;br /&gt;
|-&lt;br /&gt;
| :l || Tactical Sign Language || UPP Commandos, MARSOC operators&lt;br /&gt;
|-&lt;br /&gt;
| :s || Sainja || Yautja, Synthetics&lt;br /&gt;
|-&lt;br /&gt;
| :h || Hellhound || Hellhounds&lt;br /&gt;
|-&lt;br /&gt;
| :x || Xenomorph || Xenomorphs, Synthetics, PMC Xeno Handlers&lt;br /&gt;
|-&lt;br /&gt;
| :q || Hivemind || Xenomorphs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Misc languages ====&lt;br /&gt;
&lt;br /&gt;
Stuff that is still in the code but is rarely if every used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Chat command !! Language !! Who is it mostly used by?&lt;br /&gt;
|-&lt;br /&gt;
| :6 || Robot Talk || Robots, AI&lt;br /&gt;
|-&lt;br /&gt;
| :7 || Telepath Implant || Event people with telepathic implants&lt;br /&gt;
|-&lt;br /&gt;
| :9 || Primitive || Monkeys&lt;br /&gt;
|-&lt;br /&gt;
| :D || Drone Talk || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Languages over comms ===&lt;br /&gt;
&lt;br /&gt;
You CAN combine speaking other languages and talking over comms, but you have to do it in a specific way. First, specify the channel you are using, then specify the language without a space inbetween. So &amp;quot;:m:8 Test&amp;quot; will result in you saying &amp;quot;Test&amp;quot; in Chinese over the Medical comms, &amp;quot;;:3 Test&amp;quot; - in saying &amp;quot;Test&amp;quot; in Russian over the default comms (very useful for someone communicating with UPP over their headset). If, however, you say &amp;quot;:m :8 Test&amp;quot; you will say &amp;quot;:8 Test&amp;quot; over the Medical comms, while saying &amp;quot;:8:m Test&amp;quot; will result in you saying &amp;quot;:m Test&amp;quot; in Chinese.&lt;br /&gt;
&lt;br /&gt;
FIRST Comms channel, THEN Language, NO SPACE INBETWEEN.&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Xenomorph_Stats&amp;diff=23390</id>
		<title>Xenomorph Stats</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Xenomorph_Stats&amp;diff=23390"/>
		<updated>2022-10-24T01:02:43Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Adds a few missing numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skill System===&lt;br /&gt;
This is an overview of the xeno stat system, Each xeno caste has a different set of skills varying from damage dealt with a slash to resistance from explosions. Each stat has Tiers, The higher the tier the better.&lt;br /&gt;
&lt;br /&gt;
===Stat Types===&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#CCB6D6;width=150&amp;quot;|&#039;&#039;&#039;Stat:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#CCB6D6;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Quite straight-forward, The more health you have the more damage you will be able to soak up before going into critical condition. Note that having more health doesn&#039;t change the amount &#039;&#039;&#039;critical&#039;&#039;&#039; health you have which is 100 always.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Melee Damage&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Melee damage concerns your damage when slashing marines or other hosts.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Plasma&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Plasma concerns your maximum capacity of plasma, Which is used for all abilities. Note that not all castes use plasma.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Plasma Regeneration&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This stat concerns the rate at which your plasma regenerates.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Explosive Resistance&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This stat concerns how durable you are to explosions, A low explosive resistance will be able to lower damage from explosions and a higher one will be able to negate some explosions almost completely.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Armor reduces incoming damage from bullets and melee attack, You can read in detail about the armor system in [[Armor and Evasion]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Evasion&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Evasion allows castes that aren&#039;t very beefy to dodge bullets more easily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stat Table===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;background-color:#CCB6D6;&amp;quot;|&#039;&#039;&#039;Stat Table:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
! Tier !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16&lt;br /&gt;
|-&lt;br /&gt;
| Health || 230 || 250 || 300 || 350 || 400 || 450 || 500 || 550 || 600 || 650 || 700 || 750 || 800 || 900 || 950 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage || 20 || 25 || 30 || 35 || 40 || 45 || 50 || 55 || 60 || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || 100 || 200 || 300 || 400 || 500 || 600 || - || 800 || - || 1000 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Regeneration  || 1 || 1.5 || 2 || 2.5 || 3 || 3.5 || 4 || 4.5 || 5 || 5.5 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Resistance  || 10 || 20 || - || 40 || 50 || 60 || 70 || 80 || - || 100 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor  || 20 || 25 || 30 || 35 || 40 || 50 || 55 || 60 || 65 || 70 || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Evasion || 10 || 15 || 20 || - || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example Stat Table==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|health=16&lt;br /&gt;
|meleelow=16&lt;br /&gt;
|meleehigh=16&lt;br /&gt;
|plasma=16&lt;br /&gt;
|plasmaregen=16&lt;br /&gt;
|armor=16&lt;br /&gt;
|explosiveresist=16&lt;br /&gt;
|speed=16&lt;br /&gt;
|evasion=16&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Queen&amp;diff=23389</id>
		<title>Queen</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Queen&amp;diff=23389"/>
		<updated>2022-10-23T21:00:45Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - FINAL TIER&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Queen.png&lt;br /&gt;
|castetitle = Queen&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Lead your Hive to victory over the Marines. Use your powerful pheromones and your command abilities to organise the Hive. Lay eggs to create facehuggers and accumulate more Larvae. Use your screech to defend yourself and signal pushes. Use your acid to melt into places.&lt;br /&gt;
|guides = [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
[[File:Ovipositor.gif|150px|thumb]]The final tier. &#039;&#039;&#039;The Queen&#039;&#039;&#039; is the most vital member of the hive. But with great power comes great responsibility, and she&#039;s often misused. Evolved from a [[Drone]], the Queen &#039;&#039;&#039;is the mind of the Hive&#039;&#039;&#039;. Comparable to the [[Marines|Marine]] [[Commanding Officer]], her primary function is &#039;&#039;&#039;to lead the Hive&#039;&#039;&#039;. Communication is key, and the Hive &#039;&#039;&#039;must&#039;&#039;&#039; follow her orders.&lt;br /&gt;
&lt;br /&gt;
One definitive feature of the Queen is her ability to grow an ovipositor and lay eggs. Those eggs must be picked up and planted on weeds by the hive castes (Drone, Hivelord, Carrier, Queen) &#039;&#039;&#039;Eggs can only be planted on hive weeds&#039;&#039;&#039;. In the egg-laying mode, the Queen can toggle a more extensive vision mode, can use her remote eye ability, and she can overwatch an alien. The Queens pheromones are centered around her (When Mobile) and the current alien she is overwatching (When stationary, Egg laying Mode). &#039;&#039;&#039;The Aliens&#039; evolution progress stops when the Queen is not in egg-laying mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat wise, the Queen has the highest health of all aliens and can be tough to kill. She&#039;s a capable fighter when threatened, but her increased health won&#039;t typically be enough to save her from a squad of Marines if she&#039;s caught in the open. If attacked, however, her &amp;lt;code&amp;gt;&#039;&#039;&#039;Screech&#039;&#039;&#039;&amp;lt;/code&amp;gt; ability causes nearby Marines to drop what they&#039;re holding and be stunned long enough for any assisting aliens to take down a small squad completely. The Queen also has corrosive acid on par with a spitter that allows her to open new pathways or dissolve enemy weapons quickly. Queen fighting on the frontline is both a boost to alien fighting power and a curse if queen dies to it. The death of queen will &#039;&#039;&#039;kill half of the pooled larvae&#039;&#039;&#039;, as well as disabling the Xeno hivemind until the next Queen evolves, which cannot happen for five minutes. &#039;&#039;&#039;Nothing kill a hives quicker than the first queen dying early on.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Getting started =&lt;br /&gt;
Your first task is to place your hive core, spawn pool, and evo pods, then find a suitable place to &#039;&#039;&#039;Grow Ovipositor&#039;&#039;&#039;, typically by the aforementioned structures. if you are new to the map, ask in hivemind (&#039;&#039;&#039;;&#039;&#039;&#039;) where a good location is. Once you have grown the ovipositor, you will start laying eggs. You can &#039;&#039;&#039;plant eggs&#039;&#039;&#039; by pick them up then click on a tile near you. One common early strategy is to &#039;&#039;&#039;assign leaders&#039;&#039;&#039; to drones (later reassign to fighting castes with fighting starts) and you emit recovery so the drones get the big plasma regen buff to spread weed and build. &#039;&#039;&#039;Set Hive Orders&#039;&#039;&#039; for standing orders like evolution limits for T3s or simply free evolution. Use &#039;&#039;&#039;Word of the Queen&#039;&#039;&#039; to announce your plans, like how you want to deal with [[Marines|tall hosts]], headhunters or before you are removing ovipositor to move to a new location. Please note that removing the ovipositor early is detrimental to the hive as it halts evolution progress. As the scouts may encounter survivors, you may consider &#039;&#039;&#039;forbid slashing&#039;&#039;&#039; (slashing is permitted by default) to ensure the hosts are alive to be infected, yet it will also be riskier if the hosts are armed.&lt;br /&gt;
&lt;br /&gt;
= Overwatching =&lt;br /&gt;
When you are overwatching, always keep the hive status open and click the names to see how they are doing, you can Ctrl + middle mouse click on a alien to switch to them. Let them know your presence, alien is decentralized compared to marines, and they need leaders to rally them and focus points of attacks because alien , unlike marines, cannot afford to lose their numbers. The first tool you have is assigning leaders, leaders also share the Pheromones you are emitting. It is recommended that you emit warding as it greatly reduces the incoming damage for aliens. You can have two leaders first then more as you upgrade. Leader should be assigned to:&lt;br /&gt;
* T3/T2 as your pheromones will keep the valuable T3/T2s alive&lt;br /&gt;
* the most teamplay and outspoken alien, as they can relay information to the hive and rally them&lt;br /&gt;
It is best to spread your pheromones. For example in LV, perhaps there are three fronts, namely barren/central river, medbay/hydro and a lurker gang in hydro road/cargo, then you should assign a leader to each of the fronts.&lt;br /&gt;
&lt;br /&gt;
Another popular strategy is to name Praetorians as leaders, since they can emit their own pheromones in tandem with the Queen&#039;s. Recovery and Warding are a popular combo during prolonged battles for maximum survival, with Frenzy and Warding being excellent during pursuits as anyone receiving them are both faster and durable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second tool is Word of the Queen in the Alien tab, announce your (war) plan with it, likely let the hive know incoming flanks, when you are doing a flank or you are going to grow/remove ovipositor. Announce what is going on to alert the hive from time to time, use word of the queen or hivemind.&lt;br /&gt;
&lt;br /&gt;
= Abilities =&lt;br /&gt;
These are abilities usable regardless of whether you are on ovipositor or not.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Grow_Ovipositor.png]]&amp;lt;br&amp;gt;Grow Ovipositor&lt;br /&gt;
|Grows or remove the ovipositor from which the queen begins to passively create eggs from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 700 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;Screech&lt;br /&gt;
|A wide area of effect stun, screeches upon activation. Any marine that can see you and is on your screen (ie: not observing you through a scope) is affected. Marines close to you will be knocked down, while those farther away will be merely unable to act for a short time. If the victim is deaf, they will not be affected by this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 250 plasma, cooldown: 50 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hive-Construction-Order.png]]&amp;lt;br&amp;gt;Order Construction&lt;br /&gt;
|Orders the construction of a hive structure to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 500 plasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromones that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone.&lt;br /&gt;
|-&lt;br /&gt;
!Word of the Queen&lt;br /&gt;
|Sends a message to all aliens that is larger than standard text and can be used to announce battle plans, so your hive all know what to do when the time comes. &#039;&#039;&#039;Accessed via the Alien tab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|-&lt;br /&gt;
!Set Hive Orders&lt;br /&gt;
|Lets you set orders that are always visible to the rest of the hive in the stats tab. &#039;&#039;&#039;Accessed via the Alien tab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mobile Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Passive - Giant&lt;br /&gt;
|&lt;br /&gt;
*Your footsteps have a formidable sound, Heard in 1.5 times the screen range.&lt;br /&gt;
*Your huge claws cut deep into armored vehicles, Dealing 50% extra damage.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile. Can be removed by one slash with harm intent for re-plant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Drone Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secretes the chosen Resin Structure on your tile. As a Queen, you secrete resin faster than the [[Drone]] you evolved from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomits a glob of acid on an item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to drones due to how the queen has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gut.png]]&amp;lt;br&amp;gt;Gut&lt;br /&gt;
|Gibs the mob you decide to gut. This requires you to stand adjacent to your target(No grab is needed.) and for both you and your victim to remain still during the considerable windup.&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychic_Whisper.png]]&amp;lt;br&amp;gt;Psychic Whisper&lt;br /&gt;
|Allows you to select a mob to psychically whisper to. Must have Line of Sight to the mob.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Spit_Type.png]]&amp;lt;br&amp;gt;Toggle Spit Type&lt;br /&gt;
|Allows you to switch between neurotoxic spit costing 50 plasma to fire or spitting acid which costs 100 plasma to fire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Alien Spit&lt;br /&gt;
|Use middle mouse button to spit globs of neurotoxin or acid.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stationary Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychic_Whisper.png]]&amp;lt;br&amp;gt;Psychic Whisper&lt;br /&gt;
|Allows you to select a mob to psychically whisper to. You must have unobstructed line of sight to use this.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Watch_Xeno.png]]&amp;lt;br&amp;gt; Watch Alien &lt;br /&gt;
|Allows the queen to watch over aliens as if they were cameras. You can also use &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab (which can be bound as a [[Macros|Macro]] for ease of use.) or Ctrl + middle mouse click on an alien (if you are already watching another alien) to choose who to watch.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Expand Weeds&lt;br /&gt;
|Expands the weeds by one tile wherever you click as long as it is connected to a purple sac.&lt;br /&gt;
Turns normal weeds into a purple sac.&lt;br /&gt;
&lt;br /&gt;
Can be used in conjunction with the Queen Eye mode.&lt;br /&gt;
&lt;br /&gt;
Costs 300 plasma for a purple sac.&lt;br /&gt;
Costs 50 plasma to expand the weeds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hivelord Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete_Resin.png]]&amp;lt;br&amp;gt;Project Resin&lt;br /&gt;
|Remotely builds a resin structure on the tile you click on.&lt;br /&gt;
&lt;br /&gt;
Can be used in conjunction with the Queen Eye mode.&lt;br /&gt;
&lt;br /&gt;
Costs varies depending on building type selected.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Choose-Follow_Xeno_Leaders.png]]&amp;lt;br&amp;gt;Choose/Follow Alien Leaders&lt;br /&gt;
|Allows you to appoint a Alien leader to help with commanding and also follow them. Alien leaders are automatically moved to the top of the Hive Status list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alien leaders are limited numerically based on the Queen&#039;s upgrade tier. A new queen gets to select two, then an additional one for every upgrade tier she reaches. Alien leaders broadcast the Queen&#039;s pheromones around them as long as the queen is not in their combat mode, even if the Alien leader isn&#039;t within the current overwatch range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 10 seconds (shared with other overwatch abilities).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Heal_Xeno.png]]&amp;lt;br&amp;gt;Heal Alien &lt;br /&gt;
|Heals an Alien for 30% of the Alien&#039;s maximum health over 20 seconds.&lt;br /&gt;
It also has 5x5 Area of Effect for the Alien the Queen is watching.&lt;br /&gt;
&lt;br /&gt;
Costs 600 plasma, cooldown: 10 seconds (shared with other overwatch abilities).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Give_Plasma.png]]&amp;lt;br&amp;gt; Give Plasma&lt;br /&gt;
|Gives plasma to an Alien up to 50% of its maximum plasma.&lt;br /&gt;
It also has 5x5 Area of Effect for the Alien the Queen is watching.&lt;br /&gt;
&lt;br /&gt;
Costs 600 plasma, cooldown: 10 seconds (shared with other overwatch abilities).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Issue_Order.png]]&amp;lt;br&amp;gt; Issue order&lt;br /&gt;
|Sends an order to the currently overwatched alien that only they will be able to see.&lt;br /&gt;
|-&lt;br /&gt;
![[File:De-Evolve_Xeno.png]]&amp;lt;br&amp;gt;De-Evolve Alien &lt;br /&gt;
|Allows you to de-evolve an alien to allow another to take its place.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Queen-Banish.png]]&lt;br /&gt;
&#039;&#039;&#039;Banish an Alien &#039;&#039;&#039;&lt;br /&gt;
 |Banishes the Alien you are currently overwatching. When banished, other aliens are able to attack it but the banished will not be able to retaliate.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Queen-Readmit.png]]&lt;br /&gt;
&#039;&#039;&#039;Readmit a Alien&#039;&#039;&#039;&lt;br /&gt;
 |Readmit the alien you&#039;re currently overwatching.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Queen-Eye-Mode.png]]&lt;br /&gt;
&#039;&#039;&#039;Enter Eye Form&#039;&#039;&#039;&lt;br /&gt;
 |Enter eye form where you&#039;re able to move an invisible eye on weeds. This allows you to view the battlefields and shape the hive remotely.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Strains&#039;&#039;&#039;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Stationary Strains&#039;&#039;&#039;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
The Queen can soak up an incredible number of hits. Unfortunately, she is slow and has a large hitbox. Marines may hit you around corners; any tile your sprite is on is a tile you can be injured from. The Queen needs to fight in cramped environments where the Marines can&#039;t focus fire on her, as in the open she will quickly be torn to shreds by Marines who can run faster than her - meaning all of them.&lt;br /&gt;
&lt;br /&gt;
If you manage to somehow catch a marine, perhaps by cornering him or surprising him, you have the potential to drag him into an egg chamber for instant infection, or just shove him in a nest if he was trying to escape. The Queen&#039;s innate neurotoxin spit works best as the Queen&#039;s disarm timer is rather long. While the screech is a fantastic crowd control tool, &#039;&#039;&#039;it works best when you are accompanied by multiple aliens and capitalize on the mass stun&#039;&#039;&#039;. Therefore, you should warn the Hive of an impending screech, then charge in and do it once they&#039;re in position. This will stun every marine in its radius and turn an assault into a rout. Though, beware of over-enthusiastic aliens that block your retreat. To counter body blocking the queen has a 100% stun chance on aliens if she disarms them, though it is very short, and often does not condemn them. &#039;&#039;&#039;Do not be afraid to abuse this ability. Your life is more important than any other alien.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] vary based on what caste and strain is emitting them, aka a Healer Drone emitting pheromones will have a stronger pheromone effect than a normal Drone emitting them and as such the strongest will be used instead. If an Alien is injured, use recovery. Also, use recovery to keep the pressure up if there&#039;s a skirmish. If there&#039;s a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. &#039;&#039;&#039;Note that same type pheromones do not stack, but varied ones do.&#039;&#039;&#039; e.g., Recovery and Warding.&lt;br /&gt;
&lt;br /&gt;
{{Pheromones List}}&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Remember that the aliens are a HIVEMIND. They are not &amp;quot;One Mind, Many Bodies.&amp;quot; A Hivemind is a collective intelligence. As the Queen, you are actually the member of the Hive with the LEAST personality. You&#039;re a reflection of every other member of the Hive. That doesn&#039;t mean you shouldn&#039;t give orders, but it does mean you should listen to the other aliens. Ten heads think better than one - and they&#039;re your eyes and ears. Refusing to listen to other aliens is like putting a blindfold on.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that while the other castes have to do what the Queen says, they don&#039;t have to like it. They can bitch and moan and make a Queen&#039;s life a living hell by generally not giving it their all. As the Queen, you need to be... &#039;&#039;&#039;NICE&#039;&#039;&#039;. The aliens have to LIKE YOU. If they don&#039;t, a Queen is in for a bad time.&lt;br /&gt;
&lt;br /&gt;
The number one rule of Queen has nothing to do with how you fight, or how you build your Hive. The number one rule of playing Queen is:&lt;br /&gt;
&#039;&#039;&#039;BE POLITE!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the Queen, you&#039;re a monarch, not a dictator. What&#039;s the difference? A monarch rules through worldly might, but also through charisma. Do you know what happens when a monarch is hated by the people she rules? The French Revolution, that&#039;s what. Now, obviously your children can&#039;t rebel in this game quite so drastically, but aliens who hate the Queen are demoralized, and their behavior is quite erratic. When you hate your commander&#039;s guts, you will, at least subconsciously, perform WORSE.&lt;br /&gt;
&lt;br /&gt;
So how do you separate the good Queens from the bad ones? Well, here is a checklist of bad Queen behavior:&lt;br /&gt;
* The Queen insults the lower castes regularly or expresses contempt for the lower castes.&lt;br /&gt;
* The Queen insults sisters who die in battle.&lt;br /&gt;
* The Queen refuses to even acknowledge suggestions.&lt;br /&gt;
* The Queen orders any lower caste member who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Queen gives orders contradictory to the purpose of the caste (Ordering runners to play Hive guard, ordering drones to capture hosts).&lt;br /&gt;
* The Queen gives contradictory orders, or impossible orders, such as ordering the Aliens to only kill in defense of the Hive and then setting slashing to Not Allowed.&lt;br /&gt;
* The Queen refuses to allow the members of the Hive to hunt at all and keeps everyone inside even when a siege is not taking place.&lt;br /&gt;
* The Queen refuses any responsibility for failures.&lt;br /&gt;
* The Queen refuses to grow their ovipositor even if it&#039;s at the right time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Queen somehow does everything on this list, tell an Admin via &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt;, because that&#039;s griefing. Nobody does all this on accident. Or if they do, then they need a stern talking to.&lt;br /&gt;
&lt;br /&gt;
= Taking Command Of the Bird =&lt;br /&gt;
To take command of the Bird you&#039;ll want to click on the bird&#039;s console or pressing the dropship lockdown button. Doing so will lock it down for the next 10 minutes, giving your hive plenty of time to board and redecorate. When you&#039;re ready to go to your new destination press the launch button on the console and the Bird will fly you away. You&#039;ll also be able to select where you crash as well.&lt;br /&gt;
&lt;br /&gt;
Remember this, you&#039;ll need most of your hive onboard the dropship in order to launch an attack on the Almayer. Those who didn&#039;t make it on the dropship when you&#039;ve taken off will perish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning:&#039;&#039;&#039; If the marines defend the area you are crashing into with their AA Cannon, the dropship will be diverted towards a random target.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Targets:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Upper Deck Foreship (CIC Area)&lt;br /&gt;
*Upper Deck Midship (Upper medbay/research)&lt;br /&gt;
*Upper Deck Aftship (Upper Engineering/Self Destruct)&lt;br /&gt;
&lt;br /&gt;
*Lower Deck Foreship (Vehicle Bay, Hangar)&lt;br /&gt;
*Lower Deck Midship (Medbay, Brig, Briefing Room)&lt;br /&gt;
*Lower Deck Aftship (Requisitions, Cryo-stasis, Engine) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=2894 Doctor Bright&#039;s Guide to Proper Queen Etiquette] by Evilkyle24&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=16594 Advanced Alien Strategy] by Redrover1760&lt;br /&gt;
* [https://www.avpcentral.com/top-10-alien-queens List of Alien Queens] by Alien vs. Predator Central&lt;br /&gt;
&lt;br /&gt;
== Queen Stats ==&lt;br /&gt;
&#039;&#039;The Young Queen has Half the Health of the Mature Queen, Equivalent to Tier 6.&#039;&#039;&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=4&lt;br /&gt;
|meleehigh=6&lt;br /&gt;
|health=15&lt;br /&gt;
|plasmaregen=7&lt;br /&gt;
|plasma=10&lt;br /&gt;
|explosiveresist=10&lt;br /&gt;
|armor=2&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Carrier&amp;diff=23388</id>
		<title>Carrier</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Carrier&amp;diff=23388"/>
		<updated>2022-10-23T20:56:30Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Carrier.png&lt;br /&gt;
|castetitle = Carrier&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Carry huggers around, allowing the Hive to impregnate new hosts on the move. Use pheromones to assist fellow Aliens.&lt;br /&gt;
|guides = [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Carrier is an evolved form of the [[Drone]].  Its unique ability is to store 16 facehuggers and 7 eggs safely and carry them around, which allows the Carrier to become the Hive&#039;s main infection vector, able to carry facehuggers and eggs to the tallhosts instead of having to bring them to egg nests, and thus deploy them directly on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Carrier is one of the fastest big Aliens in the game, besides a Hivelord under the effects of Resin Walker or a charging Crusher, allowing it to flank rather comfortably or perform hit and run tactics. While it loses the Drone&#039;s ability to build most resin structures, it is still capable of planting resin weeds. It also has access to [[Pheromones]], a critical tool in its arsenal, especially if flanking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The facehuggers you throw will behave like normal facehuggers, but after being flung a distance they will be stunned for a short bit, and they will not be able to land on humans on a throw. As such, it&#039;s recommended to aim ever so slightly off-target. The facehugger will have room to adjust with a pounce once its lights are back on. &#039;&#039;&#039;Remember that clicking a hugger in your active hand stores it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Carrier ==&lt;br /&gt;
As a Carrier, you will find yourself in a strong Support-oriented position, with your facehugger throw allowing you to add an extra threat to tallhosts facing you. While other castes focus on dealing damage or stunning, a carriers focus is on the windows of opportunity to infect tallhosts with the facehuggers you throw. Once a tallhost is hugged, they will be impregnated and will only be able to remove the embryo with advanced surgical procedures. If they don&#039;t make it back in time, you can fully expect that they will eventually hatch a [[Larva]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your ability to plant weeds should never be underestimated. While you&#039;re not a sturdy Alien by far, you can still take more hits than a [[Drone]], and tallhosts will certainly hesitate to engage you alone and head-on. In a pinch, you can simply fire facehuggers away to force them to deal with those while you make like the wind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carriers can place hugger traps, which are small resin holes hidden away on weeded surfaces. These holes can then store a facehugger, just like an egg, and lets the facehugger ambush passing humans. Hugger-filled resin holes additionally make the victim trip and fall, as well as notifying you when a trap is triggered and giving you the trap&#039;s location. These small traps allow you to easily get infections on any human foolish enough to rush straight into the Hive, and if you feel inclined, can even be put in forward or unorthodox positions to get pounces where the Marines expect to easily clear patches of weeds. In all cases, you can supply the weeds you need to plant those, making them a rather powerful, self-contained ability.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Watch_Xeno.png]]&amp;lt;br&amp;gt; Watch Alien &lt;br /&gt;
|Allows you to watch over aliens as if they were cameras. You can also use &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab (which can be bound as a [[Macros|Macro]] for ease of use.) or Ctrl + middle mouse click on an alien (if you are already watching another alien) to choose who to watch.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hive-Construction-Order.png]]&amp;lt;br&amp;gt;Order Construction&lt;br /&gt;
|Orders the construction of a hive structure to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 400 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It&#039;s advised that you emit a pheromone that isn&#039;t already being emitted, as pheromones don&#039;t stack.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a sac on the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Place Resin Hole.png]]&amp;lt;br&amp;gt;Place Resin Hole&lt;br /&gt;
|Places a resin hole on weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Throw_Hugger.png]]&amp;lt;br&amp;gt;Throw Facehugger&lt;br /&gt;
|Puts a hugger in your hand if it is empty. If you do have a hugger in hand it throws that hugger. You can directly store a hugger by using this ability on a hugger on the ground next to you. Throw a facehugger by using the middle mouse button.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Retrieve_Egg.png]]&amp;lt;br&amp;gt;Retrieve Egg&lt;br /&gt;
| Allows you to retrieve eggs with your middle mouse button.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note you can hold 7 eggs.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Shaman&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Eggsac&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shaman Strain ==&lt;br /&gt;
* The Shaman Strain &#039;&#039;cannot&#039;&#039; be affected by their abilities nor can they be affected by other Shamans&lt;br /&gt;
* Shaman Abilities are stronger with more &#039;&#039;&#039;non-shaman&#039;&#039;&#039; aliens in a certain range&lt;br /&gt;
* Shaman Abilities have a cooldown of about 15-20 seconds.&lt;br /&gt;
* Shaman&#039;s loses the ability to store facehuggers but do retain the ability to store eggs.&lt;br /&gt;
* &#039;&#039;&#039;Shaman Abilities all require an egg to preform the ability, if there are no non-Shaman aliens in range, the ability will not function but the egg will still be consumed!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Queen-Readmit.png]]&amp;lt;br&amp;gt;Remember Pain&lt;br /&gt;
|After channelling for 2.5 seconds, the Shaman will remember how many other aliens (that isn&#039;t a shaman) there are within a 3 tiles range of you. The next time you use a different ability, if the amount of aliens around you is less than amount you remembered, you will cast your next ability at remembered power and reset the remembered count.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 300 plasma and one egg.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Heal_Xeno.png]]&amp;lt;br&amp;gt;Adrenal Healing &lt;br /&gt;
|After channelling for 2.5 seconds, Shaman affects in radius 3 all other aliens of their hive by giving them a  shied that lasts until it&#039;s depleted by damage, additionally unstunning them. Effects are proportional to number of aliens after channelling.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 100 plasma and one egg.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;Frenzied Scream&lt;br /&gt;
|After channelling for 3 seconds, Shaman affects all humans in range (&#039;&#039;&#039;Requires Direct Line of Sight&#039;&#039;&#039;) by applying a 4 second (endurance may lower this time) knockdown and forcing humans to roll (it may extinguish fire and acid). The radius starts at 3 tiles from Shaman if Shaman has 1 non-Shaman alien nearby, and increases by 0.5 tiles per nearby aliens, up to limit of 7. This ability cannot hit same target more than once in 20 seconds. &#039;&#039;&#039;It also won&#039;t affect recently screeched by queen targets.&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 300 plasma and one egg.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit_pheromones.png]]&amp;lt;br&amp;gt;Adrenal Pheromones &lt;br /&gt;
|After channelling for 2.5 seconds the Shaman will emit ALL pheromones with effects starting at 1 (lowest level) when 1 non-Shaman alien is nearby, and with a 0.5 increase per alien up to five 5. This pheromone emitting lasts for 30 seconds. &#039;&#039;This ability does not affect Shamans&#039;&#039;. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 300 plasma and one egg.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggsac Strain ==&lt;br /&gt;
* &#039;&#039;&#039;Health:&#039;&#039;&#039; 650&lt;br /&gt;
* &#039;&#039;&#039;Plasma:&#039;&#039;&#039; 500&lt;br /&gt;
* Lose your ability to store huggers and place resin holes, Instead generate an egg every 30 seconds and  gain stronger pheromones equivalent to a praetorian in strength.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hive-Construction-Order.png]]&amp;lt;br&amp;gt;Order Construction&lt;br /&gt;
|Orders the construction of a hive structure to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 500 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit_pheromones.png]]&amp;lt;br&amp;gt;Strong Pheromones&lt;br /&gt;
| Emits strong level pheromones equivalent to the praetorian in strength.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant_purple_sac.png]]&amp;lt;br&amp;gt; Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile. Can be removed by one slash with harm intent for re-plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Retrieve_Egg.png]]&amp;lt;br&amp;gt;Retrieve Egg&lt;br /&gt;
|Allows you to retrieve eggs with your middle mouse button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note you can hold 7 eggs. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Generate_Egg.png]]&amp;lt;br&amp;gt;Generate Egg&lt;br /&gt;
| Can generate an egg every 30 seconds at the cost of depleting most of it&#039;s plasma reserve.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 400 plasma&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Carrier Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Carrier thrives as an ambush caste, with a powerful ability to hold a chokepoint by chugging facehuggers into it. While Marines can simply shoot the facehuggers as they come in, they will probably reconsider simply rushing in.&lt;br /&gt;
&lt;br /&gt;
* Facehuggers have a very short life expectancy once thrown, usually under thirty seconds. As a result, it is extremely hard to use them as traps unless placed in resin holes, and they will usually be used directly against tallhosts to be viable.&lt;br /&gt;
&lt;br /&gt;
* Facehuggers are capable of ripping off headgear on their own, and once viced to a Marine&#039;s face, nothing will pry them off. A facehugged Marine is as good as infected.&lt;br /&gt;
&lt;br /&gt;
* The Carrier will usually heavily benefit from support, especially from castes that can easily stun a tallhost and drag them into the facehuggers you throw. [[Sentinel]]s and [[Runner]]s are two obvious candidates, but [[Spitter]]s and [[Lurker]]s can do in a pinch.&lt;br /&gt;
&lt;br /&gt;
* You will need a large amount of eggs to do your work, especially since you are bound to throw many more facehuggers than you get infections. Make sure the [[Drone]]s are up to date with the latest engagements so eggs are always close to the front.&lt;br /&gt;
&lt;br /&gt;
* Your facehuggers are useless against tallhosts that are already infected. As such, you should be careful when dealing with those hosts.&lt;br /&gt;
&lt;br /&gt;
* Resin holes can easily be used as the Alien equivalent of a proximity mine. Any Marine foolish enough to walk near one unprepared will usually be pounced and infected on the spot. And since a dark hole is hard to see on equally darker weeds, this can make for a surprisingly efficient method of ambushing Marines even in clear corners, to say nothing of dimly lit areas further concealing them.&lt;br /&gt;
&lt;br /&gt;
* As noted before, facehuggers will be stunned for 10 seconds after landing, even if it hits a Marine directly. Only when this initial stun is over will the facehugger be ready to pounce. While throwing facehuggers at Marines is a simple and obvious way to get infections, it is less efficient than throwing your facehuggers in cover and tricking tallhosts into running in their range once the stun is done.&lt;br /&gt;
&lt;br /&gt;
* You can also hide resin holes or even eggs under debris such as metal. Due to the massive amount of stuff on the ground, a marine is extremely unlikely to notice it unless they are specifically looking for your devious trap.&lt;br /&gt;
&lt;br /&gt;
== Carrier Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=2&lt;br /&gt;
|meleehigh=4&lt;br /&gt;
|health=9&lt;br /&gt;
|plasmaregen=6&lt;br /&gt;
|plasma=4&lt;br /&gt;
|explosiveresist=2&lt;br /&gt;
|speed=4&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=23387</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=23387"/>
		<updated>2022-10-23T20:55:32Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN- TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Hivelord.png&lt;br /&gt;
|castetitle = Hivelord&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Aliens.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4560 Hivelord Guide], [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide], [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, as its name implies, is the workhorse of the Hive. Where [[Drone]]s would be the humble workers, the Hivelord is capable of moving mountains, more or less literally. Enjoying an increased plasma reserve and a greatly increased plasma regeneration, it can build far more, far more often, far more efficiently, capable of easily creating a whole new Hive chamber where a Drone might have to take multiple breaks to recharge its plasma. The Hivelord&#039;s resin walls are also a lot stronger than the resin walls of her sisters, making him a high priority caste for building large nests and defensive works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, however, trades this ability to shape the Hive with probably one of the weakest combat abilities in the entire Hive. It has a small health pool, a very weak attack, and a sluggish speed when caught off weeds. This all compounds into making the Hivelord a big, obvious target, meaning that any badly planned adventure out of the Hive, much less near Marine positions, will end very poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the Hivelord is not just a better Drone, and enjoys new, powerful abilities. Like the Drone, it has access to its trusty [[Pheromones]] but slightly more powerful than them. For its own uses, he also has access to the &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability, allowing it to become one with the weeds and get a speed boost that would almost rival a [[Lurker]] as long as it walks the weeds.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Hivelord ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hivelord, the vast majority of your time will be spent away from the frontlines, building up the Hives that your sisters will soon use as defensive positions. It is highly recommended to not step up into direct combat with tallhosts, even if assisted by stronger sisters, as you will probably take a major thrashing without much use and might even get killed on the spot. The Hivelord can however afford to stay in combat on terrain it controls, fully weeded and built up with resin to allow it to easily get out of dangerous encounters and use its &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability to rapidly change positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resin Walker&#039;&#039;&#039; should always be enabled when possible. While it will draw into your plasma regeneration, it is already massive enough to not be an issue. In exchange, you will gain a massive speed boost, allowing you to get around quickly as long as you stick to weeds. Of course, if the path you need to take does not have said weeds, you might want to expand your garden a little bit.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. .This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hivelord Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure. Hivelord Resin Structures are significantly more durable than [[Drone]] or [[Queen]] structures. As a Hivelord, you secrete resin faster than the [[Drone]] you evolved from. You can also secrete resin into adjacent tiles by hovering your mouse over them while activating this ability and upgrade normal Resin Structure the same way. However, due to these advantages Hivelord Structure costs 33% more plasma to secrete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfers 200 Plasma to &#039;&#039;any target you can see&#039;&#039;. You have to stand still when transferring, but not for as long as when you were a [[Drone]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to the drone due to how the hivelord has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone.&lt;br /&gt;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resin_Walker.png]]&amp;lt;br&amp;gt;Resin Walker&lt;br /&gt;
|When activated increases the movement speed of the hivelord when on weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma and then drains plasma while active.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains|&#039;&#039;&#039;Resin Whisperer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Resin Whisperer ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete_Resin.png]]&amp;lt;br&amp;gt;Coerce Resin&lt;br /&gt;
|Toggle the ability to remotely create the resin structure you&#039;ve selected, The construction will be built faster or slower depending on the distance it is away from you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 150 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hivelord Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hivelords consume plasma quickly when building. To more effectively set up hive defenses at the beginning of the round, find a Drone to feed you plasma -- and between the two of you, you should be able to continue building nearly uninterrupted.&lt;br /&gt;
&lt;br /&gt;
* Make sure to study your [[Hives|Hive Building theory]]. Knowing all the resin structures you can build and their uses in and out is a must, not a plus, as a Hivelord. A Hivelord that cannot build proper Hives is a waste of a Tier 2 slot and a major burden on the Hive as there will rarely be more than two, and probably just one.&lt;br /&gt;
&lt;br /&gt;
* In combat, you should always be in the back line, fortifying and repairing damage while your sisters bring the fight to the tallhosts. In a siege, you can afford to be the frontline as you build and rebuild your main line of resin walls, but if you get shot you should fall back quickly. Despite your size, you are no tank and bullets will rapidly tear through your delicate chitin.&lt;br /&gt;
&lt;br /&gt;
* If ever you are caught in direct combat, emit Frenzy pheromones, stick to weeds, and use your resin structures as cover. Running should always stay a solid option, a single mistake can cost you your life.&lt;br /&gt;
&lt;br /&gt;
Hivelords can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further.&lt;br /&gt;
&lt;br /&gt;
== Hivelord Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=1&lt;br /&gt;
|meleehigh=2&lt;br /&gt;
|health=7&lt;br /&gt;
|plasmaregen=10&lt;br /&gt;
|plasma=10&lt;br /&gt;
|explosiveresist=1&lt;br /&gt;
|speed=2&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=23386</id>
		<title>Burrower</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Burrower&amp;diff=23386"/>
		<updated>2022-10-23T20:54:10Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Burrower.png&lt;br /&gt;
|castetitle = Burrower&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Plant weeds to support the hive and it&#039;s members. Use your resin hole ability and work together with other castes ([[Boiler]] and the [[Praetorian]]) to ambush the marines or to defend the hive from an aggressive marine assault.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Burrower is a direct evolution from the [[Drone]]. It&#039;s one of three evolution paths they can take. The Burrower is a defense caste that primarily constructs tunnels to get from one place to another and creating resin holes. Though they aren&#039;t the toughest caste, they will be able to take a small bit of punishment. Their slow speed is a detriment to them if they become the spotlight of attention in addition to a mediocre plasma regeneration. They will be able to create a resin hole slowly due to their low plasma storage coupled with the slow plasma regeneration.&lt;br /&gt;
In addition to resin holes, Burrowers will be able to Burrow underground and resurface at a desired location of their choosing. It is suggested that you take a drone around with you to transfer plasma. Once they start pumping out traps, they&#039;ll be able to help stall an enemy advance when defending.&lt;br /&gt;
&lt;br /&gt;
Burrowers have meson vision in addition to the xeno thermal vision. This means that they can see floor tiles through walls.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Burrower ==&lt;br /&gt;
* Your main goal as the Burrower is to help create tunnels to aid your fellow aliens in reaching flanks or the front lines. Additionally you can make resin holes/landmines with the help of the other aliens to delay the marines. It&#039;s best to stay behind friendly territory and make resin holes to delay any flanks the enemy might venture for. Remember to have a [[Boiler]] or [[Praetorian]] helping you do this, if one is available. In a pinch drones can fill your resin holes with facehuggers if there is no other option.&lt;br /&gt;
&lt;br /&gt;
* A good idea would be to create these landmines near the front if an enemy counter-attack were to occur. This could be caused by a tall host being dragged back into the hive or the [[Queen]] is retreating from a failed screech with the enemy in pursuit. Even if they were activated early, these traps (depending on their type) will hinder the enemy none the less.&lt;br /&gt;
&lt;br /&gt;
* The burrow ability can be used to sneak your way in the behind enemies&#039; front lines to setup a tunnel. This tunnel could allow your fellow aliens to flank the enemy and encircling them.&lt;br /&gt;
&lt;br /&gt;
* Be warned though, you won&#039;t be able to take a lot of damage, so it&#039;s best to stay out of the fighting.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plant purple sac.png]]&lt;br /&gt;
&#039;&#039;&#039;Plant Resin Node&#039;&#039;&#039;&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile. Can be removed by one slash with harm intent for re-plant. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Agility.png]]&lt;br /&gt;
&#039;&#039;&#039;Burrow&#039;&#039;&#039;&lt;br /&gt;
|Burrow underground and wait there for a short amount of time, either to emerge and ambush prey or to use the tunnel ability. Use the middle mouse button to start burrowing, after a short amount of time you will be underground. After a short time, you will automatically resurface unless you tunnel elsewhere.&lt;br /&gt;
&lt;br /&gt;
Once underground if you press your middle mouse button on a distant tile you will start tunneling to it. Click again to stop tunneling. Tunneling allows you to move underground regardless of any above ground barriers but the further you want to tunnel the longer it takes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tremor.png]]&lt;br /&gt;
&#039;&#039;&#039;Tremor&#039;&#039;&#039;&lt;br /&gt;
|Tremor causes an area of effect stun (marines fall to the ground) in a 7x7 space around the burrower. Highly useful for getting out of sticky situations and escaping to fight another day.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot; &lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ability Showcase:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tremor Range.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dig_Tunnel.png]]&amp;lt;br&amp;gt;Dig Tunnel&lt;br /&gt;
|Digs a tunnel which can then act as a quick travel point to get across the map quicker with multiple tunnels.&lt;br /&gt;
&lt;br /&gt;
You can also rename tunnels.&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Place Resin Hole.png]]&lt;br /&gt;
&#039;&#039;&#039;Place Resin Hole&#039;&#039;&#039;&lt;br /&gt;
|Places a resin hole on weeds. Can place a resin hole every other tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggered by:&#039;&#039;&#039; Being stepped on, shot or melee&#039;d or 1 tile proximity.&lt;br /&gt;
&lt;br /&gt;
*When a [[Praetorian]] clicks on a burrowers resin hole with help intent they will fill it with acid. When triggered it will explode into a 3x3 acid spray.&lt;br /&gt;
*When a [[Boiler]] clicks on a burrowers resin hole with help intent they will fill it with an acidic or neurotic glob depending on what adic type they currently have selected. When triggered it will explode in a cloud of that gas type.&lt;br /&gt;
*When a [[Drone]], [[Hivelord]] or [[Carrier]] clicks on a burrowers resin hole with a facehugger in their hand they will fill it with the facehugger. When triggered, the facehugger will emerge and leap at the triggering marine. Stepping onto this trap causes marines to trip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Both Praetorian and Boiler must not have any activated abilities selected in order to fill resin holes!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Costs 200 plasma. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Burrower Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Drones can feed you plasma for more holes, and fill resin holes for you with facehuggers, they are your best friend.&lt;br /&gt;
&lt;br /&gt;
* Tunnel hubs are great as all tunnels are connected. Use this to your advantage in creating multiple tunnels to expand the range of the hive.&lt;br /&gt;
&lt;br /&gt;
* Be careful not to accidentally double click when you use your Burrow ability as that will cancel your movement and force you to wait to emerge and burrow again.&lt;br /&gt;
&lt;br /&gt;
* Certain floor types block the Burrowers Burrow and Dig Tunnel ability on certain maps.&lt;br /&gt;
&lt;br /&gt;
* The stomp ability goes through walls and still affects hosts while you are in vents beneath them.&lt;br /&gt;
&lt;br /&gt;
== Burrower Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=2&lt;br /&gt;
|meleehigh=3&lt;br /&gt;
|health=6&lt;br /&gt;
|plasmaregen=8&lt;br /&gt;
|plasma=6&lt;br /&gt;
|explosionresist=4&lt;br /&gt;
|armor=2&lt;br /&gt;
|speed=4&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Drone&amp;diff=23385</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Drone&amp;diff=23385"/>
		<updated>2022-10-23T20:05:04Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Drone.png&lt;br /&gt;
|castetitle = Drone&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Burrower]], [[Hivelord]], [[Carrier]], [[Queen]]&lt;br /&gt;
|role = Build the Hive and expand it with new weed nodes. Support fellow Aliens with your pheromones. Plant weeds aggressively to support pushes. Use your acid to destroy equipment.&lt;br /&gt;
|guides = [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The Drone is the humble worker of the Hive. While most other castes make themselves useful in their combat prowess, the Drone finds her vocation in building and maintaining the Hive. Relatively fast, the Drone can also build on the move. She is equipped with corrosive acid capable of melting through weak structures, minor obstructions such as furniture, and almost all equipment one can find lying around. Her attacks are fairly weak, and she is not intended to engage hostile targets unless another caste has them suppressed. Her health can hold itself together, if only just barely.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drone can help out with building the main Hive, spread weeds around aggressively using her mobility, or even attempt to build forward hives. In all cases, their skills will be needed to make nests to secure new captures, and to make the colony more habitable to Aliens, one weeded tile at a time. To help with this, the Drones have a massive plasma reserve and a respectable plasma regeneration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pheromones]] play a big role in the Drone&#039;s arsenal. A Drone can be an incredible supplement to an ambush group, making it faster, better, stronger, and providing them with weeds to rest on as they advance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Drone ==&lt;br /&gt;
[[File:Weed_tiles_full_size.png|thumb|&#039;&#039;A weed node can cover a 9x9 area so spread out when planting them&#039;&#039;]]As a Drone, your job is to assist the [[Queen]] by building, growing and reinforcing the hive, and eventually extending it using the mobility other building castes lack. To this end, the Drone has the ability to shape structures out of resin she can secrete with Plasma. The Drone is otherwise patently average in all regards, with a relatively underwhelming attack but a decent speed and health. All and all, building above fighting unless desperate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It will usually be critical for you to build the main core of the Hive as soon as the Queen has picked a spot to nest in. Then, build these structures in this order as soon as the hivecore makes hive weeds: a spawn pool, two evolution pods, nests, and an egg morpher, while begging your sisters to assist you in filling them with plasma. &lt;br /&gt;
&lt;br /&gt;
Afterwards, you may designate yourself to these jobs as you wish:&lt;br /&gt;
&lt;br /&gt;
=====Maintain the hive=====&lt;br /&gt;
Maintain the hive by planting eggs near nests, pooling burst bodies, filling egg morphers, and providing plasma to the Queen and your sisters. It cannot be overemphasized how important these tasks are to your hive&#039;s survival: planting eggs near nests ensures hosts will be instantly hugged if a sister regurgitates a host on top of a pile of eggs; pooling burst bodies allows aliens to boost and replenish their numbers; filling egg morphers is a must when the hive runs out of eggs; and most importantly, providing the Queen and your sisters with plasma ensures she and your sisters will always be able to use their abilities, especially the Queen&#039;s ovipositor abilities, which include appointing leaders, relaying announcements, and providing heals and plasma to your sisters in the heat of the battle.&lt;br /&gt;
&lt;br /&gt;
====Build the hive====&lt;br /&gt;
Weed EVERYWHERE possible, even in the little nooks and crannies you think may not matter. Weeds are the foundation of your hive! They allow you to create structures, they allow all members of the hive to move more quickly whilst slowing down marines, and they help aliens regenerate plasma and health. Also, build defences. Build doors anywhere you can find natural horizontal or vertical gaps of one to three spaces and build sticky resins in front of them to slow the marines down. Finally, build walls. Lots of walls, especially on the frontlines and places you want to make extra doors in. However, build only enough to make it difficult for marines to navigate, not for you and your sisters to navigate. Remember: the Hive relies on mobility, and your designs should not hinder it.&lt;br /&gt;
&lt;br /&gt;
====Sabotage the Marines====&lt;br /&gt;
Make the hive as unfriendly to marines as possible! Slash and melt anything in your way, especially shocked doors! Slash APCs until the box flips open, then slash them again to release a rain of sparks and shroud the building in darkness, just to your mother&#039;s liking! Slash and melt down everything you can vomit your corrosive acid on, including metal and plasteel, weapons, ammo, gear, food, flares, and mostly anything in research, medical, engineering and security. After melting down doors, make your own, and maybe make checkerboard sticky resin in front of them. Attrition warfare at its finest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br &amp;gt;&lt;br /&gt;
In conclusion, Don&#039;t underestimate how much work a single building caste can do. Trying to excuse yourself of the responsibility of building the Hive on other Drones is a high way to total and utter failure.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Place a Resin node, which spreads weeds across a large area. Can&#039;t be planted if there is already a node on the tile or if it&#039;s on unsuitable ground to plant it on. An example would be grass or water.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
{{Drone Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure on the a chosen tile next to you or on top of yourself.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hive-Construction-Order.png]]&amp;lt;br&amp;gt;Order Construction&lt;br /&gt;
|Order the construction of a hive structure to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 400 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfer 50 Plasma to any target within 2 tiles. You have to stand still when transferring, and the target must not be out of range when the transfer is made.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Healer&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Gardener&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strain Abilities====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Healer=====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Pheromones&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: The strength of your [[Pheromones]] is increased.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer_Health_Drone.png]]&amp;lt;br&amp;gt;Transfer Health&lt;br /&gt;
|Transfer Health to another Alien at the cost of your own health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Transfer 100 health per heal instantly while standing next to the injured xeno. Will take 120 damage per health transfer. &#039;&#039;&#039;4 Heals will send you into crit. Be careful!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 0 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant fruit.png]]&amp;lt;br&amp;gt;Plant Lesser Fruit&lt;br /&gt;
|Plant a lesser resin fruit on the ground beneath you. They heal directly as much as greater fruit, but do not have the regeneration boost.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 plasma. &lt;br /&gt;
|}&lt;br /&gt;
====== So, you are a healer. ======&lt;br /&gt;
You&#039;ve sacrificed your ability to build resin structures for better pheromones and the ability to heal your sisters. Hooray! This strain is best taken mid-to-lategame when the Queen is not on her ovipositor providing heals, especially on the dropship. Your pheromones are &#039;Strong&#039;, so you should always at least have one pheromone toggled at all times, preferably the one you and your sisters are currently missing or whichever is currently the weakest. With your Transfer Health ability toggled, Shift+click or middle+click on an alien sister or your queen to give a bit of your health to them. Be careful; spamming clicks could cost you all of your health. Oh, and your life.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Gardener=====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hive-Construction-Order.png]]&amp;lt;br&amp;gt;Order Construction&lt;br /&gt;
|Order the construction of a hive structure to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 400 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resin surge.png]]&amp;lt;br&amp;gt;Resin Surge&lt;br /&gt;
|Boost a basic structure&#039;s health by 6000 (wall, door, membrane) when used on one for 15 seconds. Create a 3x3 area of sticky resin when used on an unweeded tile. Create a temporary wall (100 health) when used on a weeded tile. Skip 5 seconds when used on a plant, helping mature it. 20 second cooldown. Ranged. &#039;&#039;&#039;Can be used while resting.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Greater.png]]&amp;lt;br&amp;gt;Switch Fruit Type&lt;br /&gt;
|Switch between Unstable, Greater, Spore, Alacrit and Cruor fruit. Icon denotes whichever fruit is currently selected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=100|Fruit Types:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Effects&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Fruit Types:&#039;&#039;&#039;&lt;br /&gt;
![[File:Unstable.png]]&amp;lt;br&amp;gt;Unstable Fruit&lt;br /&gt;
|Grants a temporary overshield when consumed that last for a minute. 45 second maturity time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Greater.png]]&amp;lt;br&amp;gt;Greater Fruit&lt;br /&gt;
|Directly heals and increases regeneration when consumed. 30 second maturity time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spore.png]]&amp;lt;br&amp;gt;Spore Fruit&lt;br /&gt;
|Decreases ability cooldowns when consumed, and passively emits weak regeneration pheromones when mature. 15 second maturity time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alacrit.png]]&amp;lt;br&amp;gt;Alacrit Fruit&lt;br /&gt;
|Increases the movement speed when consumed. 15 second maturity time.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cruor.png]]&amp;lt;br&amp;gt;Cruor Fruit&lt;br /&gt;
|Directly gives plasma and boosts your plasma generation. 25 second maturity time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant fruit.png]]&amp;lt;br&amp;gt;Plant Fruit&lt;br /&gt;
|Plant a resin fruit on the ground beneath you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be picked up and fed to other xenos by click dragging it to yourself.&#039;&#039;&#039; &amp;lt;small&amp;gt;If you feed the [[Queen]] and she is observing a xeno, with both being on the same z-level then, the observed xeno and the queen both benefit from the fruit.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 health and 100 plasma&lt;br /&gt;
|}&lt;br /&gt;
======So, you are a gardener.======&lt;br /&gt;
Keep your fruits as close to the front as safely possible, so that fellow sisters can get them easily. Use surge to irritate marines by making doors or walls virtually impenetrable. Use the right fruit for the situation: If there are multiple healers and the queen is on ovi and healing from there, possibly prioritize unstable fruit for shields. If less of those resources are available, plant more greater fruit for bigger heals. You can only have 6 fruit planted at a time, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
== Building Tactics ==&lt;br /&gt;
* Try to build nests and place eggs away from the Queen so she will be safe in case a captured host sets off a bomb in the hive.&lt;br /&gt;
&lt;br /&gt;
* If you run out of places to construct structures, make a hive cluster and fill it with plasma; it will spread hiveweeds and allow you to construct more structures.&lt;br /&gt;
&lt;br /&gt;
* If you no longer need a hive cluster, destroy it, then fill the area with regular weeds. Structures stay active even if there are no hive weeds beneath them!&lt;br /&gt;
&lt;br /&gt;
* In large areas that require weeding, space out your weed nodes seven tiles in every direction until you make a square, then place a node in the middle of that square. This saves plasma. &lt;br /&gt;
&lt;br /&gt;
* An alternative strategy to weeding is going as far as you can until you cannot spread the hive any further, then weeding your way back. &lt;br /&gt;
&lt;br /&gt;
* Build [[Hives]] with a lot of corners and fairly small chambers. The Marines are fast and have powerful ranged weapons, so force them to fight in tight, cramped spaces and on your terms. Covering floors with sticky resin adds to your advantage by making it virtually impossible to maneuver tactically. In large open areas, build resin walls to block lines of sight and for your sisters to hide behind.&lt;br /&gt;
&lt;br /&gt;
* Always build multiple layers. A single layer can easily be shot through, and once your backline is exposed, your Drones are prone to getting wounded, which will slow down repairs.&lt;br /&gt;
&lt;br /&gt;
* Avoid using multiple layers of resin doors or making the Hive too tight and confusing. The goal is for the humans to suffer should they enter your Hive, not for Aliens to suffer from living in the same Hive as you.&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that [[Boiler|Boilers]] need an unobstructed line of sight to the enemy in order to bombard properly. If you are building fortifications in the field, ask them if they can shoot properly or they&#039;d rather have less walls in front.&lt;br /&gt;
&lt;br /&gt;
* In open spaces, a 2x2 wall can take a beating while providing enough cover for aliens to retreat and regenerate their health. This wall design is important since they allow aliens to close in to the front without being shot at. Doors can be added to clusters of such walls, granting your sisters the element of surprise.&lt;br /&gt;
&lt;br /&gt;
* It is discouraged to build corridors 1 tile wide because aliens will body-block each other. Try to always leave a 2 tile wide corridor. &#039;&#039;&#039;Protip:&#039;&#039;&#039; [[#Vehicles|The Tank and APC]] are 3 tiles wide.&lt;br /&gt;
&lt;br /&gt;
* Spread the eggs out around the hive to allow easier infecting. Remember that eggs can only be planted on hive weeds, which are spread by the hive core and clusters. Ideally, avoid leaving unplanted eggs laying around so [[Researcher|Marines don&#039;t steal them]].&lt;br /&gt;
&lt;br /&gt;
== Combat Tactics ==&lt;br /&gt;
* When the assault begins, try to tag along at a distance. While you are not a frontline combatant you will be needed to plant weeds, spread [[Pheromones]] and build defenses to assist the frontlines. Don&#039;t be that Drone hiding in the egg room while your sisters scream for nests to be set up and for weeds to be planted in contested areas.&lt;br /&gt;
&lt;br /&gt;
* When the Hive is defending or attacking, Drones should be in the backline placing weeds and defenses for the frontline. Listen carefully to the Hivemind so you can fulfill requests from fellow aliens.&lt;br /&gt;
&lt;br /&gt;
* The Drone is one of the most mobile castes which have access to facehuggers, making it highly desirable to work together with most offensive castes to net the Hive one or two more infected Marines.&lt;br /&gt;
&lt;br /&gt;
* If the Queen dies, you are first in line to replace her. Make sure to stay safe, even excessively so. The last thing the Hive needs after losing its Queen is Drones throwing themselves to the Marines and dying.&lt;br /&gt;
&lt;br /&gt;
=== Facehuggers ===&lt;br /&gt;
You can pick up Facehuggers by clicking on a mature egg or an egg morpher with an empty hand to open it, then clicking on the facehugger with any intent active to pick it up. Next, click on a host when you&#039;re next to it and the facehugger in your selected hand should attach. You have two hands and can use two facehuggers if you click quickly. If you need to return a facehugger back inside of the egg, drop it on top of the egg and after a few seconds it should crawl back inside or click on the empty egg with the hugger in hand.&lt;br /&gt;
&lt;br /&gt;
== Drone Evolution ==&lt;br /&gt;
&lt;br /&gt;
Drones can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into four possible castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Queen]]. If the old Queen died, you will have to wait until the Hivemind restores from the frenzy. You may then rise up as the new Queen of the Hive. A sister will have to, however, as a Hive cannot survive long without a Queen. You can check if other Drones want dibs, but if you hear nothing, take one for the team. It&#039;s not needed to have full Evolve progress to evolve to a Queen. &#039;&#039;&#039;Be careful:&#039;&#039;&#039; You are very vulnerable if Marines find you alone, so plan on evolving somewhere safe.&lt;br /&gt;
&lt;br /&gt;
* The [[Burrower]] trades in the Drones monstrous plasma pool, pheromones, and hive building ability for the ability to make resin traps and build tunnels to help her sisters get around the map more quickly.&lt;br /&gt;
&lt;br /&gt;
* The [[Hivelord]] is an even more effective Hive builder, with sturdier resin structures and an insane plasma reserve and regeneration. She also gains a strong movement speed ability allowing her to get to the frontline or away from it at a safe speed.&lt;br /&gt;
&lt;br /&gt;
* The [[Carrier]] allows the Drone to specialize in the infection and capture of hosts. She has the ability to store facehuggers and eggs safely around the battlefield for later use  She can create hugger traps that act as infectious &#039;landmines&#039; which will infect individuals that step on them.&lt;br /&gt;
&lt;br /&gt;
== Drone Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=1&lt;br /&gt;
|meleehigh=2&lt;br /&gt;
|health=6&lt;br /&gt;
|plasmaregen=8&lt;br /&gt;
|plasma=10&lt;br /&gt;
|evasion=2&lt;br /&gt;
|speed=7&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=23384</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=23384"/>
		<updated>2022-10-23T19:49:21Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN- TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Praetorian.png&lt;br /&gt;
|castetitle = Praetorian&lt;br /&gt;
|evolves_from = [[Warrior]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Depends heavily on the strain you choose. Front-line all-rounder combat is your main purpose.&lt;br /&gt;
|guides = [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Playing a Praetorian=&lt;br /&gt;
&lt;br /&gt;
What a Praetorian does in combat is heavily dependent on the strain that you choose, though all strains are for front-line combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Praetorian&#039;&#039;&#039; - A good all-round combatant with potent spit, the powerful Acid Ball for an area-of-effect attack, and good melee damage. Your acid line spray makes for good cover for a retreat, as it stuns and knocks down anyone who walks into it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard&#039;&#039;&#039; - You lead the charge, get in and out, and deal heavy burst damage. Use your dash to position yourself behind a small group of marines, then fling one away with your Cleave ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer&#039;&#039;&#039; - The fastest and best damage dealer, you trade most of your tankiness for extreme speed and high single-target damage. Tag an enemy with one melee attack before using your abilities to deal extra damage to them. Use Dodge to escape from large groups trying to body block you, or charge in, get one solid hit, and get out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oppressor&#039;&#039;&#039; - Use your plethora of crowd control abilities to disrupt organize groups of marines and allow faster aliens to deal damage to them. Your abilities work best against groups, though they can be effective in 1 on 1 combat. Trapper Boilers, Ravagers, and Warriors are your best friends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden&#039;&#039;&#039; - Play more like a Super Drone with your pheromones, powerful heals and shields, and your ability to remove stuns from other aliens. Never fight alone, as you can keep well over half a dozen aliens fighting at full capacity with your presence alone. Spit at marines from around corners to keep them low enough for other aliens to finish off, and switch your pheromones around as needed. Warden Praetorian does make for a potent front-line combatant when facing marines without enough burst damage to stop your self-heal. Remember to slash and spit often to keep your internal HP pool full. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Protect your sisters and the Queen, or lead them on the warpath at her command. When the Queen herself emerges to fight for the Hive, be by her side at all times—especially as a warden.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Corrosive_Acid_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Corrosive_Acid_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
!Corrosive Acid&lt;br /&gt;
|{{Ability_Passive_Corrosive_Acid_Description}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Acid Spit&lt;br /&gt;
|Spit acid onto your target. Grants 15 shield upon successful hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 25 Plasma, cooldown: 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|{{Ability_Dash_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Ball.png]]&amp;lt;br&amp;gt;Acid Ball&lt;br /&gt;
|{{Ability_Acid_Ball_Description}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Spray_Acid.png]]&amp;lt;br&amp;gt;Spray Acid&lt;br /&gt;
| Sprays a line of acid in a cardinal direction away from the Praetorian. The acid doesn&#039;t trip tall hosts but it applies a stack of corrosive acid on them.&lt;br /&gt;
&lt;br /&gt;
Costs 40 Plasma, cooldown: 12 seconds.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Vanguard&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Dancer&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Oppressor&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Warden&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Vanguard======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Warleader&lt;br /&gt;
|{{Ability_Warleader_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pierce.png]]&amp;lt;br&amp;gt;Pierce&lt;br /&gt;
|Stab through your enemies with your tail against tall hosts with a 3 tile range. If you hit two people with your pierce, your shield is instantly recharged. This ability does a slight extra damage than normal slash.&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dash.png]]&amp;lt;br&amp;gt;Dash&lt;br /&gt;
|Charge through enemies with a range of 4 tiles. Upon stopping, activate again to do an AoE slash in a 3x3 tile range, otherwise the ability will activate automatically after a 3 second delay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cleave.png]]&amp;lt;br&amp;gt;Cleave&lt;br /&gt;
|Root: Immobilises your target for 1 to 2.5 seconds in the ground, making them a sitting duck.&lt;br /&gt;
Fling: Flings your target away from you, sending them flying backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 0 Plasma, cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Cleave.gif]]&amp;lt;br&amp;gt;Toggle Cleave Ability&lt;br /&gt;
|{{Ability_Toggle_Cleave_Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Dancer======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Finesse&lt;br /&gt;
|{{Ability_Finesse_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_stab.png]]&amp;lt;br&amp;gt;Impale&lt;br /&gt;
|Impale a marine next to you with your tail for moderate damage. If they have been tagged, impale them twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dance.png]]&amp;lt;br&amp;gt;Dodge&lt;br /&gt;
|Gain a speed boost and pass through other mobs with ease for 5 seconds. Slashing cancels this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Trip.png]]&amp;lt;br&amp;gt;Tail Trip&lt;br /&gt;
|Target a marine within two tiles of you apply a daze to them and trip them. If they are tagged, knock them down instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Oppressor======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Smackdown&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your slashes deal additional damage to prone/knock targets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Line_Stomp.png]]&amp;lt;br&amp;gt;Abduct&lt;br /&gt;
|Drags your enemy in front of you and slows them after a slight delay. Works on multiple targets. &#039;&#039;&#039;Does not work on downed and stunned targets.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landing this ability on:&#039;&#039;&#039;&lt;br /&gt;
 1 person will drag them in front of you and slow them.&lt;br /&gt;
 2 people will drag them in front of you, slow them, daze them and briefly root them (2.5 seconds).&lt;br /&gt;
 3 or more people will drag them in front of you, slow them and briefly stun them (1.3 seconds).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Punch.png]]&amp;lt;br&amp;gt;Dislocate&lt;br /&gt;
|A powerful punch, similar to the warrior&#039;s punch. Deals 20 armor piercing damage, 40 if your enemy is slowed. Will also root slowed targets. &#039;&#039;&#039;Reduces other ability cooldowns by 5 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Lash.png]]&amp;lt;br&amp;gt;Tail Lash&lt;br /&gt;
|Knock marines back in a 2x3 area in front of you and slow them. Take note that this ability has a wind up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Warden ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bulwark&lt;br /&gt;
|{{Ability_Bulwark_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit_pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|{{Ability_Pheromones_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Xeno_Spit_Praetorian_Image}}&lt;br /&gt;
| description = {{Ability_Xeno_Spit_Praetorian_Description}}}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&amp;lt;br&amp;gt;Spray Acid&lt;br /&gt;
|Sprays a line of acid in a cardinal direction away from the Praetorian. &lt;br /&gt;
Costs 40 Plasma, cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer_Health_Drone.png]]&amp;lt;br&amp;gt;Protect&lt;br /&gt;
|Target an ally to protect them, depending on the type of protection you&#039;ve selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 10 seconds.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=100|Protection Types:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Protection&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Protection Types:&#039;&#039;&#039;&lt;br /&gt;
![[File:Protect_Shield.png]]&amp;lt;br&amp;gt;Shield&lt;br /&gt;
|Grants a temporary shield that lasts for a minute for the targeted ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 215 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Protect_Heal.png]]&amp;lt;br&amp;gt;Heal&lt;br /&gt;
|Heals the targeted ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 100 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Protect_Rejuv.png]]&amp;lt;br&amp;gt;Rejuvenate&lt;br /&gt;
|Eliminates all negative status effects except fire on an ally.&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma and 100 Internal Health Reserves.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Protection.gif]]&amp;lt;br&amp;gt;Toggle Protection Type&lt;br /&gt;
|{{Ability_Toggle_Protection_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pheromones=&lt;br /&gt;
[[Pheromones]] scale based on what caste is emitting them, aka a Queen emitting pheromones will have a stronger pheromone effect then a Drone emitting them and as such the strongest will be used instead. If an Alien is injured, use recovery. Also use recovery to keep the pressure up if there&#039;s a skirmish. If there&#039;s a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. &#039;&#039;&#039;Note that same type pheromones do not stack but varied ones do.&#039;&#039;&#039; e.g. Recovery and Warding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take note that only Warden Strain Praetorians may emit Pheromones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; width=150|Pheromone:&lt;br /&gt;
! style=&amp;quot;background:#C075C7&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Recovery&#039;&#039;&#039;&lt;br /&gt;
|Increases heath regeneration, plasma regeneration on weeds, reduces stun times of affected Aliens.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
|Provides a small health boost to critically wounded aliens. Potent enough warding pheromones will completely negate bleed out.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Increases movement speed and damage from slashes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Praetorian Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=5&lt;br /&gt;
|meleehigh=5&lt;br /&gt;
|health=9&lt;br /&gt;
|plasmaregen=5&lt;br /&gt;
|plasma=8&lt;br /&gt;
|explosiveresist=4&lt;br /&gt;
|armor=2&lt;br /&gt;
|speed=6&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Larva&amp;diff=23383</id>
		<title>Larva</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Larva&amp;diff=23383"/>
		<updated>2022-10-23T19:46:59Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 0&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Larva.png&lt;br /&gt;
|castetitle = Larva&lt;br /&gt;
|evolves_from = N/A&lt;br /&gt;
|evolves_to = [[Drone]], [[Runner]], [[Sentinel]], [[Defender]]&lt;br /&gt;
|role = Using the life given to you by a host, go forth and expand the Hive. Hide to Evolve if needed.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Everyone is screaming in terror after watching a Chestburster/Larva bust out of Kane&#039;s chest.&amp;quot;&#039;&#039;  - &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
Also known as the &amp;quot;&#039;&#039;&#039;chestburster&#039;&#039;&#039;&amp;quot;, the &#039;&#039;&#039;Larva&#039;&#039;&#039; is the infant form of the species. It is most well known for its horrific method of gestation — it is implanted into a host lifeform&#039;s chest cavity by a Facehugger, and upon maturing it will erupt violently from the host&#039;s chest, killing them in an incredibly bloody and traumatic fashion. Chestbursters are small and their life is dependent on the survival of its host, but after it finishes, it will not require the host to survive and &#039;&#039;&#039;once mature it will evolve into a fully grown Alien&#039;&#039;&#039;. You&#039;ll start off as one of the ill-fated humans who had been captured, infected and will soon burst into a larva(e) from the inside.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Larva ==&lt;br /&gt;
If you are chosen as a Larva inside the colony that has just days previous been pillaged and demolished, allowing you to spread out of control and infect or slaughter the entire colonist population. While the colony is mostly safe aside from a handful of hardened [[Survivor]]s stubbornly clinging to life, this may not hold true long.&lt;br /&gt;
&lt;br /&gt;
The Hivemind has full knowledge of the colony on which you were born, and many of its facets, even the most complex. Its entire layout, how power and lighting functions, and where special locations are. The little of resistance the Hivemind met also granted you some knowledge on the weapons you may expect to be used against you, like guns, knifes and grenades.&lt;br /&gt;
&lt;br /&gt;
As soon as your Larva has matured, you will be able to choose between the four initial Alien castes: [[Drone]], [[Runner]], [[Sentinel]] and [[Defender]]. Depending on which you choose, you will then be able to progress in their respective castes. Do not underestimate them. What they lack in special abilities or raw power, they make up in being fast to upgrade into a powerful foe and always available. Once you evolve into one of the four castes, you or your [[Queen]] cannot deevolve you back into a larva.&lt;br /&gt;
&lt;br /&gt;
As a chestbursted Larva, your main priority is to hide and avoid from tallhosts and retreat to other aliens if possible, as larvae are very fragile and can easily be killed in a one or few hits. If you managed to retreat and hide to a safe place, quickly evolve into your respective caste. Larvae have the unique ability to quickly slide underneath an airlock by just clicking right next to it. Remember that you can go to a vent and hide there if you wish.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Larva Evolution ==&lt;br /&gt;
Larvae can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into four possible castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Drone]] is the humble worker of the Hive, while other castes make themselves useful almost universally in their combat prowess, the Drone finds its vocation in building and maintaining the Hive. It is considered as a &#039;&#039;&#039;SUPPORT&#039;&#039;&#039; role to the Alien team.&lt;br /&gt;
&lt;br /&gt;
* The [[Runner]], as its name fully implies, is the fastest caste available to the Alien Hive, but also the most fragile. It is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over unwired barricades and tables alike. It is actively an &#039;&#039;&#039;BACKLINE&#039;&#039;&#039; role due to it&#039;s high speed and harassment power, especially at later evolutions.&lt;br /&gt;
&lt;br /&gt;
* The [[Sentinel]] is a relatively fragile caste, not able to engage in direct combat due to its low durability and low damage. However, this is completely made up for with a massive advantage compared to other melee castes. Sentinels can Spit Neurotoxin, giving them a ranged attack that will disable anyone hit by it. It&#039;s a &#039;&#039;&#039;DEFENSIVE&#039;&#039;&#039; role, as Sentinels have the purpose of securing captured hosts as well as slowing pushes with area of effect crowd control.&lt;br /&gt;
&lt;br /&gt;
* The [[Defender]] is a strong defensive caste of the Hive. To its name, it is the Alien caste that makes it a strong engagement starter and can defend other Aliens well than other Tier 1 Aliens thanks to its high health and strong crest. In addition to their strength, they can Fortify and lower its Crest to endure more damage and Headbutt as well as Tail Sweep to knock any tallhosts back. Due to this, their role is a &#039;&#039;&#039;FRONTLINE&#039;&#039;&#039; or &#039;&#039;&#039;DEFENSIVE&#039;&#039;&#039; role, like the Sentinel.&lt;br /&gt;
&lt;br /&gt;
== Larva Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|speed=10&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Crusher&amp;diff=23382</id>
		<title>Crusher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Crusher&amp;diff=23382"/>
		<updated>2022-10-23T19:46:11Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Crusher.png|150px&lt;br /&gt;
|castetitle = Crusher&lt;br /&gt;
|evolves_from = [[Warrior]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Make use of your armor and your massive body to shield and tank bullets. Eat up explosions without flinching thanks to your thick hide. Charge your foes down and stomp on them to dislodge every single bone in their body.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
Little [[Larva|larvae]], do you like to:&lt;br /&gt;
* Get shot a lot?&lt;br /&gt;
* Use your head to break things?&lt;br /&gt;
* Fly into people or knock them down?&lt;br /&gt;
* Run into explosions or large groups of people?&lt;br /&gt;
* Be a literal bodyguard for squishier aliens?&lt;br /&gt;
&lt;br /&gt;
Then maybe being a &#039;&#039;&#039;Crusher&#039;&#039;&#039; is for you! Read on, little larvae:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pros:&#039;&#039;&#039;&lt;br /&gt;
* With your sturdy armor, you can take a lot more punishment than other castes, giving you both a support and offensive role.&lt;br /&gt;
* Your charge can break barricades, walls, and most barriers. (Although it takes some time)&lt;br /&gt;
* You&#039;re highly resistant to explosions; this makes you a great minesweeper.&lt;br /&gt;
* You have a shield ability that is great for escaping!&lt;br /&gt;
* Your slashes are special. If you slash someone, everyone next to that person also receives a slash from you.&lt;br /&gt;
* You can defend choke-points and the like very effectively.&lt;br /&gt;
* You work great in a team, you go getter you!&lt;br /&gt;
* You can knock marines over if you charge into them, stunning them and normally badly hurting them!&lt;br /&gt;
* Stomping your target deals good damage if someone is prone, under you, and stuns in a AoE, that applies a slow down. The stun itself lasts only for a second.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cons:&#039;&#039;&#039;&lt;br /&gt;
* Armor piercing ammo and attacks do more damage to you, and defeat your armor with ease (obviously!)&lt;br /&gt;
* You&#039;re a big, fat target, like most T3s&lt;br /&gt;
* You aren&#039;t super fast&lt;br /&gt;
* Your slashes aren&#039;t the greatest damage on a single target&lt;br /&gt;
* You do poorly in wide open spaces&lt;br /&gt;
* Stomp doesn&#039;t stun for very long at all. (Only a second)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing a Crusher ==&lt;br /&gt;
----&lt;br /&gt;
You are the &#039;&#039;&#039;Crusher&#039;&#039;&#039;. Your task is simple - &#039;&#039;&#039;crush the enemy!&#039;&#039;&#039;  You&#039;re a classic tank caste, with the ability to soak up lots of damage thanks to your hardened carapace armor which deflects a good percentage of shots fired at you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You also have the ability to charge. Charging has a short wind up time, which cannot be canceled. If you try moving during windup, you&#039;ll be forced to finish it anyways, but you&#039;re charge won&#039;t happen, and you&#039;ll have to wait for the cooldown. It takes practice to understand the limitations of the ability and how best to use it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You also have the ability to &amp;lt;code&amp;gt;stomp&amp;lt;/code&amp;gt;. Stomping ability allows you to crush any enemy you are standing on with your large feet. This causes a sturdy amount of damage, and is good for quickly disabling vital targets. It also applies a (1 second) stun AoE in a 5x5 based on you, that also slows down anyone effected by it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One downside to being a Crusher is that you move slower than most. Also, you&#039;re a big, juicy target. Marines will try to chase you down. Be sure to use your master of defense ability to soak up those bullets and get outta there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a bad idea to go off hunting solo or without support, especially in somewhere without weeds. If you want to run away but marines are chasing you, you&#039;ll either have to try and charge away, letting them shoot you during wind up, or just run and hope you can get to safety. Marines run faster than you so it&#039;s entirely possible for them to chase you down and end you once you&#039;re hurt.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
!Brutalizer&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Your slashes slow their targets. Your slashes deal 60% of their damage to enemies adjacent to the target and reduce ability cooldowns by 1 second plus 0.5 seconds for every cleave.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Charging.png]]&amp;lt;br&amp;gt;Charge&lt;br /&gt;
|Click on a tile you want to charge at, after a brief non cancel-able windup time. Charge at the tile you targeted bashing and damaging anyone and anything in the way. Hitting an enemy with the charge reduces its cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Line_Stomp.png]]&amp;lt;br&amp;gt;Stomp&lt;br /&gt;
|Slam the ground with a 5x5 AOE slow down that affects all hostiles in range. If there is someone underneath you, they take heavy damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Empower.png]]&amp;lt;br&amp;gt;Master of Defense&lt;br /&gt;
|Gain a temporary shield that blocks the next 200 damage (Is immune to explosive damage) lasting 7 seconds. Any damage that impacts the shield is reduced by 12.5 before processing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 28 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains ==&lt;br /&gt;
&lt;br /&gt;
====== Charger ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Directional Armor&lt;br /&gt;
| &#039;&#039;&#039;PASSIVE&#039;&#039;&#039; Charger has 50 frontal armor, 35 side armor, and 25 rear armor. Because of this ability, charger crusher is unable to direction lock itself.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Charging.png]]&amp;lt;br&amp;gt;Charge&lt;br /&gt;
|Use this ability to toggle charging on and off.&lt;br /&gt;
&lt;br /&gt;
Cost: 3 plasma on every step&lt;br /&gt;
|-&lt;br /&gt;
![[File:Charger_tumble.png]]&amp;lt;br&amp;gt;Tumble&lt;br /&gt;
|Clicking to the side of where the crusher is facing will launch it 2 tiles to the side in the clicked direction. Hitting a human will knock them over. This ability can be used while charge to quickly offset yourself. However, it will reset your momentum to 0.&lt;br /&gt;
&lt;br /&gt;
Costs: 25 plasma, 10 seconds cooldown.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Line Stomp.png]]&amp;lt;br&amp;gt;Charger Stomp (Crush)&lt;br /&gt;
|Unlike the base crusher, it does not stun, but does heavy damage to any human unfortunate enough to be under the charger, it also applies a mild screen shake to any humans in view and can be used to help escape.&lt;br /&gt;
&lt;br /&gt;
Costs: 25 plasma, 12 seconds cooldown.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Charger_Ram.png]]&amp;lt;br&amp;gt;Ram&lt;br /&gt;
|A simple offensive ability that flings mobs without stun. Much like warrior fling.&lt;br /&gt;
&lt;br /&gt;
Costs: 0 plasma, 10 seconds cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crusher Techniques==&lt;br /&gt;
----&lt;br /&gt;
* Hit and Run - Run in, use your stomp, run out again. Useful for when the enemy is behind barricades you cannot break with one charge (plasteel barricades and the like)&lt;br /&gt;
* Run em down! - If you hit a marine with your charge, you will knock them flying and cause serious damage. You can use this to take out dangerous individuals, such as [[Squad Smartgunner|smartgunners]] or [[Squad_Specialist|M5 RPG users]]. Just be careful they don&#039;t dodge your charge and you overextend yourself! You will get chased down ([https://www.youtube.com/watch?v=aFJo5-Vzkd0 video]).&lt;br /&gt;
* Fuck you sentry! - If you charge into a sentry at high momentum, it will be automatically knocked over, but you will also be stunned. If you&#039;ve taken a burst from the sentry while charging, you may be at low health, so always do this with backup in case marines guarding the sentry take advantage of your prone state!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crusher Tactics==&lt;br /&gt;
* Crushers aren&#039;t stunned by mines. Use this to your advantage!&lt;br /&gt;
* Sentries still pose a significant threat to you, and should not be taken on alone. Even if they&#039;re meant for enemy surpression, their bullets easily pierce your armor.&lt;br /&gt;
* Flamethrowers are dangerous to you because of your slow movement speed when not charging.&lt;br /&gt;
* A direct hit from an armor piercing rocket will put a serious dent in your health!&lt;br /&gt;
* Don&#039;t die for the wrong reasons. While it is noble and normally doable to shield a critical hive member while they get dragged to safety, it would be a waste for you to die say, shielding a runner, especially if you both die!&lt;br /&gt;
* Start slashing once they&#039;ve been knocked down. Your slashes deal a good chunk of damage against marines and are applied in an AoE.&lt;br /&gt;
* If you know you&#039;re going to be charging into somewhere with a sentry or a large group, don&#039;t do it on anything other than full health. Remember you will have to get back to safety with potentially multiple angry marines firing at you!&lt;br /&gt;
* Team up with other Crushers, pick an approach line, and charge! This wall of solid muscle and rage is enough to send most Marines scattering for cover.&lt;br /&gt;
&lt;br /&gt;
==Crusher Maturity==&lt;br /&gt;
Crushers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;br /&gt;
&lt;br /&gt;
== Crusher Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=5&lt;br /&gt;
|meleehigh=5&lt;br /&gt;
|health=10&lt;br /&gt;
|plasmaregen=7&lt;br /&gt;
|plasma=4&lt;br /&gt;
|explosiveresist=10&lt;br /&gt;
|armor=3&lt;br /&gt;
|speed=2&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
==Reading and Sources==&lt;br /&gt;
----&lt;br /&gt;
[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7865 Let&#039;s Crush!] - Where this wiki page is based upon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=23381</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warrior&amp;diff=23381"/>
		<updated>2022-10-23T19:01:19Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Warrior.png&lt;br /&gt;
|castetitle = Warrior&lt;br /&gt;
|evolves_from = [[Defender]]&lt;br /&gt;
|evolves_to = [[Crusher]], [[Praetorian]]&lt;br /&gt;
|role = Disable and capture lone prey. Act as one of the Hive&#039;s main line combatants. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The warrior is a highly mobile caste that serves as a mid ground between being a hit and run harrasser and a frontline combatant with abilities to quickly and easily disable or capture lone marines. For example it&#039;s unique ability &#039;&#039;&#039;Lunge&#039;&#039;&#039; makes the warrior lunge at the targetted marine and grabs them (note that marines can resist out of the grab but it takes time), rendering them helpless while you drag them away. The lunge ability will make you pounce at whatever you spot you shift+click/middle click at, similar to the runner&#039;s pounce. If you miss a lunge at a marine you will have to wait for it to recharge.&lt;br /&gt;
&lt;br /&gt;
==Playing as a Warrior==&lt;br /&gt;
Playing as the warrior means that you will want to divide and conquer any marines you come across in small groupings, by this I mean that you&#039;ll want to single out a marine in the marine group that you come across and then use your &#039;&#039;&#039;Punch&#039;&#039;&#039; ability to effectively disable/heavily injure your chosen target and then use your &#039;&#039;&#039;Fling&#039;&#039;&#039; ability to separate them from the marine group. If successful you&#039;ll be able to drag your now injured prey back to the hive/nearby nesting area to help increase the xenos numbers or you can kill them and get back to work pushing the marines off the planet/station.&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve got a basic combo down for the warriors abilities lets start with the overall round progression for the warrior. If you&#039;re the first to evolve into a warrior you&#039;ll want to locating and capturing any potential hosts, it also means you get to practice your lunge ability on the monkeys or on unsuspecting survivors. Once the marines have landed you&#039;ll, like above want to attack small groups of marines disabling a single one and separating them from further marine support. Alternately you can form a hunting pack with lurkers and defenders to really stamp out the marines morale and gather large quantities of hosts.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&#039;&#039;&#039;Unique passive ability:&#039;&#039;&#039; If you highlight a specific limb then grab a marine, and upgrade the grab (click [[File:UP-GRADE.png|32px]] or press &#039;&#039;&#039;Z&#039;&#039;&#039; in hotkey mode), after a decent chunk of time you will rip off that specific limb. Both passive and aggressive grabs can be resisted and moving will abort the de-limbing mechanic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Brawler&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your slashes heal for (7+1 per enemy within 3 tiles, up to 2) percent of your missing health with a minimum of 20 health gained and a maximum of 40. There is a visual and chat cue for when you gain extra health per marine. Your slash also reduces cooldowns on your on your punch, fling, and lunge abilities by .3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fling.png]]&lt;br /&gt;
&#039;&#039;&#039;Fling&#039;&#039;&#039;&lt;br /&gt;
|Flings the targeted marine a few tiles and damages them.  Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lunge.png]]&lt;br /&gt;
&#039;&#039;&#039;Lunge&#039;&#039;&#039;&lt;br /&gt;
| Lunges the warrior towards the targeted marine and puts them into a choke hold (like grabbing them). Click on your target with the middle mouse button to use the ability. Works on targets around corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 10 seconds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Punch.png]]&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;&lt;br /&gt;
|Punches the targeted marine dealing a hefty amount of damage as well as slowing the target for seconds. Click on your target with the middle mouse button to use the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 5 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warrior Tactics==&lt;br /&gt;
Lunge is a powerful tool that can almost guarantee a capture/kill if you play your cards right. Do not attempt this on a group of marines by yourself. It is best around corners where you can see marines and easily dash out and lunge. When in CQC around 1-2 tile wide corners/corridors with other aliens try to use your lunge ability to capture any marines that try to get a shot off into the crowd of xenos. When you see someone approaching get ready. When they are close enough, lunge and drag them back while shoving them. If you start to lose a lot of health in attempting this remember: You cannot capture hosts if you are dead. If you have to stop, then draw back and regen. Get a slash or punch off if you can to weaken them for another encounter.&lt;br /&gt;
&lt;br /&gt;
==Warrior Evolution ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warrior can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the following castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Praetorian]] is a more all-rounder evolution, It has extreme versatility with its role, It can either become similar to a Spitter, With a ranged playstyle or become a frontline caste, All depending on the strain. It has more health and a greater stature and melee attack coupled with surprising nimbleness.&lt;br /&gt;
&lt;br /&gt;
* The [[Crusher]] takes an unique path, foregoing mobility and direct offensive power in exchange for becoming a literal tank caste, gaining an armored crest capable of easily deflecting large amounts of punishment, and a massive health and armor pool. It also gains the ability to &#039;&#039;&#039;Charge&#039;&#039;&#039;, a slow-winding but eventually fast and unstoppable assault, knocking aside and wounding anyone in your path. You will also gain the ability to &#039;&#039;&#039;Stomp&#039;&#039;&#039;, allowing you to smash into the ground to viciously wound any downed tallhost under you.&lt;br /&gt;
&lt;br /&gt;
== Warrior Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=3&lt;br /&gt;
|meleehigh=5&lt;br /&gt;
|health=6&lt;br /&gt;
|plasmaregen=9&lt;br /&gt;
|explosiveresist=4&lt;br /&gt;
|armor=1&lt;br /&gt;
|speed=7&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Defender&amp;diff=23380</id>
		<title>Defender</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Defender&amp;diff=23380"/>
		<updated>2022-10-23T17:42:29Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Defender.png&lt;br /&gt;
|castetitle = Defender&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Warrior]]&lt;br /&gt;
|role = A good engagement starter that additionally specifies protecting other castes with its unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat to heal.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The defender as the name implies is meant for the protection of the hive and its members, though don&#039;t let that fool you into thinking it&#039;s only a caste about protecting others; as the defender can additionally be an aggressive pusher. The defender can easily push into the marines FOB or supply lines and come out victorious against overwhelming odds due it&#039;s unique tail sweep ability providing superb crowd control and lower crest/fortify abilities providing varying levels of defense against incoming projectiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing as a Defender==&lt;br /&gt;
Playing as the defender means you walk the fine line between defending your fellow sisters and taking on small groupings of marines at a time, &lt;br /&gt;
sometimes you will be required to fulfill both these roles if the marines have decided to push out an attack. Early on in the round, you&#039;ll want to be gathering hosts, and due to your defensive capabilities, you are the perfect caste to take on any survivors who may have made it through the original infestation outbreak. Once the marines have landed in force, you&#039;ll want to take an active role in defending the weaker castes especially boilers as your fortify ability allows you to soak a lot of damage keeping the squishy boiler behind you safe from any countermeasures the marines deploy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If defending the boiler is already being done by a crusher or a fellow defender then you can move onto harassing the marines supply lines, wounded and unmanned defenses. Due to the defenders focus on defense they make good engagement starters so where possible try to work with other castes to surprise and harass small groups of marines, though note that you can also take on large groups of marines if you have support from your fellow sisters.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Xeno_Rest.png]]&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039;&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Regurgitate.png]]&lt;br /&gt;
&#039;&#039;&#039;Regurgitate&#039;&#039;&#039;&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target dealing damage. Effects depend on if the crest is lowered or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Has a 3 tile homing range which deals 30 damage with 5 penetration to the chest, but pushes only one tile away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lowered Crest&#039;&#039;&#039;: Deal 20 damage with 5 penetration to the chest, knocking them back three tiles. Must be next to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range will be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a slowdown while toggled on. They will be able to resist knockback and stuns while the crest is lowered. Cooldown: 2 seconds (shared with Fortify).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate. They will be able to resist knockback and stuns while in this state. Cooldown: 10 seconds (shared with Toggle Crest Defence).&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Steel Crest&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Steel Crest======&lt;br /&gt;
* Reduce slash damage by 5&lt;br /&gt;
* Increases headbutt damage by 7.5&lt;br /&gt;
* Allows the defender to slash with a 50% reduction in damage against non-mobs while in fortified mode.&lt;br /&gt;
* Fortify armour is increased to 10&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a slowdown while toggled on. Cooldown: 2 seconds (shared with Fortify).&lt;br /&gt;
|-&lt;br /&gt;
![[File:fortify.png]]&amp;lt;br&amp;gt;Fortifiy&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally very slow while in this hunkered downstate. They will be able to resist knockback and stuns while in this state. Your headbutt ability also can be used while you&#039;re fortified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown: 10 seconds (shared with Toggle Crest Defence).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target dealing damage. Effects depend on if the crest is lowered or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Has a 3 tile homing range which deals 37.5 damage with 5 penetration to the chest and pushes one tile away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lowered Crest&#039;&#039;&#039;: Deals 27.5 damage with 5 penetration to the chest, knocking them back three tiles. Must be next to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 6 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defender Tactics==&lt;br /&gt;
&lt;br /&gt;
*Watch out for marines with shotguns. Being stunned by either slugs or point blank buckshot is usually a death sentence.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re charging into a group of marines always start or end the engagement with a tail sweep.&lt;br /&gt;
&lt;br /&gt;
*Fortify can be used in front of boilers to provide defense against marine countermeasures and to keep the boiler safe.&lt;br /&gt;
&lt;br /&gt;
*Lowering your crest is a good way to get marines to waste ammo on you &lt;br /&gt;
&lt;br /&gt;
*Due to how defensive you are, you&#039;ll want to be saving crit xenos and dragging them back whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Unlike the similar Warrior ability, Lunge, your headbutt does not automatically go on cooldown if you miss-click. Spam click to your hearts content.&lt;br /&gt;
&lt;br /&gt;
*You have the ability to halt the tank in its tracks if you face the tank and fortify yourself. If the tank tries to ram you head on, you will be able to stop it. Be cautious though, the tank can still rotate and shoot you. Even if you do fortify yourself, the tank can ram you if you&#039;re facing the wrong direction.&lt;br /&gt;
&lt;br /&gt;
==Defender Evolution==&lt;br /&gt;
Defenders can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the Warrior. The Warrior is focussed around offensive an play-style with abilities to quickly dispose of marines. Due to the offensive play-style of the warrior it lacks in defensive capabilities with less health and less armor when compared to the defender.&lt;br /&gt;
&lt;br /&gt;
== Defender Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=2&lt;br /&gt;
|meleehigh=3&lt;br /&gt;
|health=6&lt;br /&gt;
|plasmaregen=9&lt;br /&gt;
|plasma=1&lt;br /&gt;
|explosionresist=9&lt;br /&gt;
|armor=4&lt;br /&gt;
|speed=6&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ravager&amp;diff=23379</id>
		<title>Ravager</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ravager&amp;diff=23379"/>
		<updated>2022-10-23T17:30:37Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN- TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Ravager.png&lt;br /&gt;
|castetitle = Ravager&lt;br /&gt;
|evolves_from = [[Lurker]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Bring death to all that face you. Use charge to close the gap between you and a marine, and finish them off with powerful blows capable of chopping limbs clean off. Hit and run and frontal assaults are your bread and butter, get used to tanking damage and dealing it. You don&#039;t need to hide any more.&lt;br /&gt;
|guides = This one.&lt;br /&gt;
}}&lt;br /&gt;
====Playing a Ravager====&lt;br /&gt;
----&lt;br /&gt;
The huge red unfriendly Barney with the power &#039;&#039;&#039;slash the sh*t out of anyone alive&#039;&#039;&#039;. The Ravager&#039;s current incarnation is designed around being a tough, front-line combatant that will either spearhead a push or be a strong flanking force.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I won&#039;t say you&#039;re wrong, but that sort of mentality also leads to bad Ravager plays. Though you are very tanky, don&#039;t rely on it as much. Your frontline prowess of dealing and taking damage is as good as your competency. Keep an eye on your health and armor when tearing up marines into swiss cheese. The Ravager also has access to temporary shields with most of the existing strains, which further enhance your ability to tank damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====Overview=====&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;&#039;Ravager&#039;&#039;&#039; is a tier three Alien of the ambush caste. It means you&#039;ll have to evolve three times to become one. From larva, to [[Runner]], to [[Lurker]], to finally Ravager. Your best chances of becoming Ravager lie with being a round-start Alien. Until you can evolve fully, do the standard early-round cycle of looking for monkeys and survivors. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Runners are more likely to evolve if they fear their mortality, and I can&#039;t stress that enough. Don&#039;t take unnecessary risks, don&#039;t get cornered, and you&#039;ll be fine. Stick your neck out too far, and some bumbling Marine is bound to come around and blow it off with a point blank buckshot blast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Ravager is, the slowest of the tier threes, perhaps only slower than a 100% healthy and fed Marine with heavy armor or a walking Crusher. The Ravager is a very offensive Alien that excels at dealing damage to enemies. Her claws are extremely sharp. &#039;&#039;&#039;She&#039;s fire-proof, explosion-resistant, and armored.&#039;&#039;&#039; Ravagers can tank a lot of damage, and deal a lot of damage. Ravagers can shred through tables and slice them into metal. As the ultimate killing machine, she&#039;s designed to eliminate tough foes. But always be aware that while Ravagers have quite large health pools, their armor is only slightly above average in most instances, and AP ammo is particularly deadly against them. Direct hits from rockets and Close Air Support will still deal significant damage as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Understanding Your Limits=====&lt;br /&gt;
----&lt;br /&gt;
A lot of people tend to think of Ravagers as pretty much behaving in the same way as a Runner. Here&#039;s how most runners live and die:&lt;br /&gt;
# Evolve from a Larva&lt;br /&gt;
# Find a [[Squad Marine|Marine]]&lt;br /&gt;
# &amp;lt;code&amp;gt;Attack&amp;lt;/code&amp;gt;&lt;br /&gt;
# Find out that the marine wasn&#039;t alone&lt;br /&gt;
# Get surrounded&lt;br /&gt;
# Scream at the queen for &amp;quot;HEALS MOM&amp;quot;&lt;br /&gt;
# Escape with 10% of your health around the corner and rest up while the marines complain about you being too tanky&lt;br /&gt;
&lt;br /&gt;
They are not necessarily wrong, in this regard. A lot of Ravagers end up going into combat alone and wind up dying in some far-flung southern end of the map. Such behavior earns the vitriol they receive from their comrades. As a Ravager, it is &#039;&#039;&#039;vital&#039;&#039;&#039; to know when it&#039;s high time to back the hell off and charge away to safety. The yellowish-green meter on the side of your HUD is your health indicator. Trust it and don&#039;t trust it. It&#039;s a little finicky and doesn&#039;t give an accurate representation of your actual health, but it&#039;s still a good indicator.  Use the &#039;Stats&#039; tab to get an exact value for your health and armor, as well as your damage and shields.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps tend to retreat when at half health or below. Technically, the tanking capabilities of a Ravager mean you&#039;ll always be frontlining, but truly stop fighting at half health or below. Leg it back to the Hive for health or find a safe spot with a recovery node, a drone, or a Warden Praetorian to top your health pool off. The Ravager works best when assisted by faster aliens such as Runners, Spitters, or in flanking maneuvers where the marines will be unable to fight back effectively.&lt;br /&gt;
&lt;br /&gt;
Much like all tier 3 aliens, you must be VERY careful to avoid getting surrounded by marines on all sides, as they will box you in and point blank you with shotguns until you are dead. Your large sprite only makes it easier to pull off point blank shots, as the Ravager&#039;s sprite is on par with the Queen, Carrier, and Praetorian in terms of sheer size.&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Regurgitate_Image}}&lt;br /&gt;
| description = {{Ability_Regurgitate_Description}}}}&lt;br /&gt;
!Cruelty&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Your slash damage is increased by up to 10 based on the amount of targets you are currently empowering from.&lt;br /&gt;
|-&lt;br /&gt;
!Cutting Claws&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Your slashes cut deep and swiftly through metal, Dealing double damage to armored tall-host vehicles (All strains).&lt;br /&gt;
|-&lt;br /&gt;
![[File:Empower.png]]&amp;lt;br&amp;gt;Empower&lt;br /&gt;
|On first activation, grants you 75 shield points. On second activation for every enemy in your line of sight (up to 5) and within a range of 3 tiles gain an extra 80 shield. If you empowered from 3 or more enemies you become &#039;&#039;&#039;super empowered&#039;&#039;&#039; for 5 seconds, gaining vastly strengthened effects for your other two abilities. Shield gained lasts 15 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost 50 Plasma, cooldown: 22 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]] &amp;lt;br&amp;gt; Charge&lt;br /&gt;
|Lunge 5 tiles in the direction you selected. If you are &#039;&#039;&#039;super empowered&#039;&#039;&#039;  and charged into an enemy they will be knocked down for 2 seconds, slashed and flung 3 tiles away. Slashing a target will reduce this ability&#039;s cooldown by 4 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 25 Plasma, cooldown: 14 seconds.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Scissor-Cut.png]] &amp;lt;br&amp;gt; Scissor Cut&lt;br /&gt;
|Slash a 1x4 line on the tile you click on damaging anyone from you to the end of the line for 45 damage. If you are &#039;&#039;&#039;super empowered&#039;&#039;&#039;  whoever hit will be super slowed for 3 seconds as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 25 plasma, cooldown: 10 seconds.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Attainable Strains=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039; &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Berserker&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Hedgehog&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Berserker======&lt;br /&gt;
* &#039;&#039;&#039;Health:&#039;&#039;&#039; 590&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: 30&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!Bloodrage&lt;br /&gt;
|{{Blood_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!Life Steal&lt;br /&gt;
| &#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; You will now heal for (50 + 5 x rage)% from your slash damage whenever you slash tall hosts. Effectively healing you every time you attack a tall host.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Apprehend.png]]&amp;lt;br&amp;gt;Apprehend&lt;br /&gt;
|Select any tall host within 6 tiles of you and start a 2.5 second count down. If the tall host is still within the visual 6 tile range, you will be pulled right next to them. If the tall host has move outside of range or you were incapacitated, you&#039;ll use up the ability without pulling yourself towards the target. The target will be slowed down upon a successful apprehend.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clothesline.png]]&amp;lt;br&amp;gt;Clothesline&lt;br /&gt;
|Expend a stack of rage to deal 20 damage to a target next to you as well as flinging it and applying a daze on to the target for 2 sec. This will also heal you by 150. If you use the ability without any rage to expend, you won&#039;t heal from the attack, the fling distance will be reduced and the target will not be dazed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 Rage Level, cooldown: 14 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Eviscerate.png]]&amp;lt;br&amp;gt;Eviscerate&lt;br /&gt;
|{{Eviscerate_Ability_Description}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Hedgehog======&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Health:&#039;&#039;&#039; 650&lt;br /&gt;
* &#039;&#039;&#039;Resistance to minor explosions.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Bone Shards&lt;br /&gt;
|{{Bone_Shards_Ability_Description}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_Shield.png]] &amp;lt;br&amp;gt;Spike Shield&lt;br /&gt;
|Expend shards to gain a temporary shield that lasts for a short amount of time. Whenever the shield is damaged, spray bone shards around you in a 3x3 AoE centered on yourself. Shield lasts for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 150 Shards, cooldown: 11 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_spray.png]]&amp;lt;br&amp;gt;Fire Spikes&lt;br /&gt;
|Launch 8 small shards of spikes in the direction you click embedding shrapnel into tall hosts slowing them down for 8 seconds. Though the spikes themselves don&#039;t do much damage, it causes brute damage to the host when they move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 Shards, cooldown: 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spike_Shed.png]]&amp;lt;br&amp;gt;Spike Shed&lt;br /&gt;
|Shred all of your shards to launch them all in all directions around yourself. Lose the bonus armor in the process while also gaining a speed boost. This will disable you from gaining any shards for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All shards, minimum of 50 to activate, cooldown: 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ravager Maturity==&lt;br /&gt;
Ravagers can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further, as they are a Tier 3 Caste.&lt;br /&gt;
&lt;br /&gt;
== Ravager Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=6&lt;br /&gt;
|meleehigh=6&lt;br /&gt;
|health=9&lt;br /&gt;
|plasmaregen=9&lt;br /&gt;
|plasma=3&lt;br /&gt;
|explosiveresist=8&lt;br /&gt;
|armor=2&lt;br /&gt;
|speed=3&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
* If you empower from less than three enemies your abilities will be significantly weaker, So it is usually better to retreat when that happens.&lt;br /&gt;
* Whenever you slash an enemy your charge cooldown will be reduced by 4 seconds and the empowered charge counts as a slash if it hits an enemy, So if you charge into an enemy and slash it two times you can either charge out or kill another one.&lt;br /&gt;
* Your main threats are the demolitionist specialist and the grenade launcher specialist, If they&#039;re around it might be better to try a different angle or just be extra careful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Lurker&amp;diff=23378</id>
		<title>Lurker</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Lurker&amp;diff=23378"/>
		<updated>2022-10-23T17:27:12Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Warrior.png&lt;br /&gt;
|castetitle = Lurker&lt;br /&gt;
|evolves_from = [[Runner]]&lt;br /&gt;
|evolves_to = [[Ravager]]&lt;br /&gt;
|role = A highly mobile alien which packs a punch, good for ambushing and general harassment of the marines supply lines. &lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The &#039;&#039;&#039;Lurker&#039;&#039;&#039; is a large step up from the [[Runner]] that precedes it. What it loses in speed and agility is largely gained in becoming a fearsome and destructive force, capable of &#039;&#039;&#039;effortlessly slaughtering any single [[Marines|tallhost]] that it finds wandering alone&#039;&#039;&#039;, where a Runner might have needed to go for a long, sloppy brawl to secure a kill.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Lurker is not as fast as the Runner and its &#039;&#039;&#039;&amp;lt;code&amp;gt;Pounce&amp;lt;/code&amp;gt;&#039;&#039;&#039; is more cumbersome, having him pin down his target instead of simply flooring him, as well as the need to be cloaked, for the pounce to actually work. However, its attack quickly becomes devastating, capable of tearing a tallhost apart once subdued, meaning that they will usually stand no chance if caught with their pants down. Its health is nothing to laugh at, although it will still go down quickly if focus fired by a group.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Hunt_stalk_HUD.gif|thumb]]The Lurker loses its ability to hide under objects, being a caste of much greater stature, but it gains a fascinating ability to &#039;&#039;&#039;Cloak&#039;&#039;&#039;  on activation, for 30 seconds. While the Cloak is far from perfect and will easily be spotted when moving or hiding on a bright background, it will allow the Lurker to hide in far more spots, and to spring ambushes even in the open if it finds a good spot.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing as a Lurker ==&lt;br /&gt;
As a Lurker, you lose your ability to easily dodge attacks in exchange for more solid health and a greater attack. As such, you become more of an ambush caste, with an ability to skirmish and seriously wound tallhosts using hit and run attacks. Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; helps you to set up ambushes, meaning you can wait for the perfect moment to strike instead of making a risky sprint into a potential target, which could reveal an off-screen group accompanying them, a turret, anything that could ruin your day.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While you keep your ability to &#039;&#039;&#039;&amp;lt;code&amp;gt;Pounce&amp;lt;/code&amp;gt;&#039;&#039;&#039;, it is important to note that its purpose shifted from a disarming pounce that you and the tallhost will recover from quickly, to a disabling pin that will cause both you and your target to be floored for a significant duration, allowing you to tear them apart while they lay defenseless on the floor. This does mean however that pouncing on someone in the middle of a group will almost certainly get you killed, so avoid it at all costs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; is a fantastic tool. While it is not as reliable as the Runner&#039;s Hiding to conceal you for long periods of time, it can allow you to blend into the environment in a pinch to find and subdue a target. The fewer tallhosts expect you, the less they will think to carefully scan their surroundings for that one shimmer in the distance. And remember that cloaking will make you much faster, but it only lasts for 30 seconds. If tallhosts are tracking you down, they will probably see through your cloak unless you find an excellent spot.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Should you find yourself in direct combat, you are still a formidable foe, although you will not take as many shots as your bigger sisters to knock down. It is important that you try and run on the flanks as much as possible, using your Cloak wisely to close the distance without being sprayed down by gunfire from alert and ready Marines.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at target, pining the victim on the ground and causes them to drop their weapons, but only if you are invisible. Lasts longer than a Runner&#039;s pounce, but also makes you immobile for a short duration while you pin the target down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 7 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Turn-Invisible.png]]&amp;lt;br&amp;gt;Turn Invisible&lt;br /&gt;
|Turns you partially invisible for 30 (thirty) seconds. While invisible, your movement speed is drastically increased. The further you are from friendly a alien, the faster you are. If you attack or pounce on a target, your invisibility will wear off. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma, cooldown: 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crippling-Strike.png]]&amp;lt;br&amp;gt;Crippling Strike&lt;br /&gt;
|The next target you slash will receive extra damage and be slowed down. This will only work on resting targets. If you attack a target standing while the ability is active, it will use up the strike and the target won&#039;t receive extra damage nor the slow down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma, cooldown: 12 seconds.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Mutators ==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Mutation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lurker Tactics ==&lt;br /&gt;
* Your &#039;&#039;&#039;Cloak&#039;&#039;&#039; is best used when stationary and on a dark background. Moving will not make you any more visible, but humans will have a far easier time spotting your shimmer if it&#039;s moving across tiles. Darkness also works fairly well in concealing you, although it is not necessary. Since the tiling used in colonies is often bright outside of bathrooms, maintenance areas, and high-security areas, you might have trouble finding spots to hide in buildings.&lt;br /&gt;
&lt;br /&gt;
* Isolated targets are in essence free kills for you. A single Pounce will disarm them and floor them for long enough for you to start the fight with a handful of slashes. At this point, they might have a window to fight back, but they will undoubtedly be wounded. Make a simple evasive maneuver to avoid CQC weapons like buckshot shotguns and pounce again, and you should have them in the bag.&lt;br /&gt;
&lt;br /&gt;
* If you do need to brawl against a group, or partake in a massive fight, only use your Pounce for evasive maneuvers, and use your regular speed to get close to Marines and slash them. Of course, it is heavily recommended to approach from the rear or sides.&lt;br /&gt;
&lt;br /&gt;
*Your pounce can be used to quickly cover distance, and will let you leap into windows immediately instead of having to climb on top of them. While still not as smooth as a runner simply running over it, this will allow you to travel faster. Be careful though, pouncing into a window frame will stop your movement, so if you do it to attack a host behind it will cause you to stop on the frame. If your target has a shotgun this can end very poorly for you.&lt;br /&gt;
&lt;br /&gt;
== Lurker Evolution ==&lt;br /&gt;
&lt;br /&gt;
Lurkers can only &#039;&#039;&#039;Evolve&#039;&#039;&#039; into one possible caste, being the Ravager:&lt;br /&gt;
&lt;br /&gt;
* The [[Ravager]] is the ultimate combat form of the [[Runner]]&#039;s evolution tree. While it loses some more speed, it grows into a large and powerful Alien, capable of utterly destroying humans even under fire. Your Pounce will no longer pin tallhosts, instead of knocking them off their feet, allowing you to come in for a devastating blow immediately. Your attacks also gain an increased damage, allowing you to unleash devastating blows. You also gain some resistance to explosive stuns (depending on the strain) and immunity to damage from fire, allowing you to engage into fights that would be ill-advised to even the most seasoned Lurkers.&lt;br /&gt;
&lt;br /&gt;
== Lurker Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=4&lt;br /&gt;
|meleehigh=4&lt;br /&gt;
|health=5&lt;br /&gt;
|plasmaregen=8&lt;br /&gt;
|plasma=4&lt;br /&gt;
|explosiveresist=2&lt;br /&gt;
|speed=8&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Runner&amp;diff=23377</id>
		<title>Runner</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Runner&amp;diff=23377"/>
		<updated>2022-10-23T17:26:03Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Runner.png&lt;br /&gt;
|castetitle = Runner&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Lurker]]&lt;br /&gt;
|role = Scout for the Hive. Harass and ambush Marines, especially lone wolfs. Flank positions during sieges and stand-offs. Gather hosts.&lt;br /&gt;
|guides = No External Guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Runner, as her name entirely implies, is the fastest caste available to the Alien Hive. She is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over (unwired) barricades and tables alike, and dragging off Marines faster than most. Her speed, however, is made up for by her extremely low durability; any sustained damage will usually lead to the death of a Runner, forcing her to pick her encounters carefully and making the price for a mistake rather high.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Runner has sturdy legs and as such can &#039;&#039;&#039;Pounce&#039;&#039;&#039; to cover a relatively large distance in an instant. Such a pounce allows the Runner to increase her mobility even further, and if appropriately aimed will enable her to land on top of a Marine, instantly knocking them down for a brief period of time. The Runner can then use this window to inflict some damage, before quickly escaping or waiting for &#039;&#039;&#039;Pounce&#039;&#039;&#039; cooldown to end, so that they may continue the skirmish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the Runner&#039;s small stature, it is also important to note the Runner&#039;s ability to &#039;&#039;&#039;Hide&#039;&#039;&#039; under objects, notably tables which can easily conceal quite well. It increases her ability to perform ambushes even further, making her deadly if not found rapidly. This also allows the Runner to pick the perfect time to strike while hiding plain sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Runner has a relatively weak but fast attack, allowing her to rapidly dish out damage when an ambush is successful. A well-placed pounce and a few slashes ought to put the average Marine in fear of ever wandering towards the darkness alone ever again.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Runner ==&lt;br /&gt;
It cannot be emphasized enough that the Runner makes up for her extreme nimbleness by being physically weak. Not only is she not too impressive in direct combat, she will be put down easily by concentrated fire. One burst that hits can instantly end up with you floored, one shotgun blast that solidly connects and you are done, and as such you do not get the luxury of just running around prepared Marines that are ready to fire unless you know exactly what you are doing and are able to do it well. This death can come in a few, well-aimed fatal shots, or in a hail of bullets that even the Runner eventually falls victim to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you might be in a hurry to try your mettle in an ambush, it&#039;s important to know that as a Runner, you have two primary non-combat tasks. Recovering defenseless hosts and bringing them to the Hive, and scouting Marine positions and relaying that information to the Hive. Your speed means you are at almost no risk if someone spots you lurking around fortifications, and most will think twice before giving chase, knowing your innate strength against isolated targets and the fact you can easily outrun them if in actual danger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harassment is another essential tool in your arsenal. Not every attack or ambush has to yield severe wounds or kills, fear and panic can easily damage the humans as much. Don&#039;t hesitate to scare groups of Marines that you can&#039;t engage head-on, remind them that nowhere is truly safe, perhaps have them waste munitions or even precious time trying to snuff you out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should you ever find a position behind enemy lines that are entirely unguarded, your ability to flank with no danger will truly shine. Wreck havoc, leave nothing standing. The punishment for not guarding vital assets is pure and severe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Never forget that you can &#039;&#039;&#039;Hide&#039;&#039;&#039; if needed, this may allow you to get very daring ambushes. Everyone expects an attack from the darkness, and few expect a Runner to suddenly spring out from under a table in the middle of a well-lit area.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects. Pouncing will cancel your Hiding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at a target, forcing the victim to the ground for a very brief period of time, and causing them to drop held items in the process. Can be used without a target for the purpose of enhancing your mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bone_Spur.png]]&amp;lt;br&amp;gt;Bone Spur&lt;br /&gt;
|Fire a blast of bone chips at your target at a short range, slowing them for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 30 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Increases your view range by 3 tiles all around you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Strains|Acider]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Strain Abilities===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Acider====&lt;br /&gt;
* &#039;&#039;&#039;Health&#039;&#039;&#039;: 340&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: 15&lt;br /&gt;
* &#039;&#039;&#039;Slightly reduced movement speed&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Acid Gland&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Generate acid overtime to fill your acid glands.&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Acid Slashes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: When slashing a Marine, apply one stack of acid on them, inflicting damage over time; slashing an acided target fills your acid glands.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of very strong acid on an item or barricade to dissolve it. Multiple items can be clicked at once as long as you are standing still. &#039;&#039;&#039;This ability can be used on barricades much faster than Corrosive Acid of other castes.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 100 Acid.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;For the Hive&lt;br /&gt;
|Prime yourself for detonating in a massive explosion of acid in 20 seconds. The more acid you have stored, the more devastating the explosion will be. Drastically slows down your speed as well as emits a very audible whaling sound when armed. You&#039;ll slowly change color as well, signifying how close you are to exploding. &#039;&#039;&#039;Dying to gunfire will prevent detonation.&#039;&#039;&#039; Activating the ability again will cancel the detonation at the cost of 250 acid.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 200 acid.&lt;br /&gt;
|}&lt;br /&gt;
======So, you&#039;re an acider======&lt;br /&gt;
You&#039;ve sacrificed your ability to pounce and fire bone spurs, as well as some movement speed, for increased survivability and powerful acidic abilities. For the most part, your playstyle remains much the same: harass targets, get some slashes in, leave if you&#039;re in danger. Your acid will make this playstyle all the more annoying, requiring Marines to heal two distinct damage types after every encounter with you. Your incredibly potent &#039;&#039;&#039;Corrosive Acid&#039;&#039;&#039; allows you to very quickly melt barricades, allowing you to open backlines and flanks with ease. Finally, &#039;&#039;&#039;For the Hive&#039;&#039;&#039; is a worthy finisher to your rampage. It will deal extremely high damage to Marines and barricades in a large radius, effectively dooming a push or a defense. Considering that dying preemptively will cancel the explosion, you may want to employ the element of surprise.&lt;br /&gt;
&lt;br /&gt;
== Runner Tactics ==&lt;br /&gt;
* As the fastest caste in the Hive, and one of the four starting castes, you will always be on monkey recovery until all are found and brought back. To move them quickly, &#039;&#039;&#039;Eat&#039;&#039;&#039; them by grabbing them and clicking yourself and &#039;&#039;&#039;Regurgitate&#039;&#039;&#039; them later. Just make sure not to take too long, they will automatically &#039;&#039;&#039;Regurgitate&#039;&#039;&#039; out of your stomach after five minutes. Once this it is done, you can release your inner rage on the local colonists, or the local colony in general, until you eventually get a whole lot more foes to fight who come down from above.&lt;br /&gt;
&lt;br /&gt;
*Your speed allows you to quickly drag Marines away without needing to swallow them, meaning you are well suited for pulling stunned enemies into unfavourable positions, or better yet, eggs, egg morphers and hugger traps.&lt;br /&gt;
&lt;br /&gt;
* Runners are fragile. One point blank from a shotgun using buckshot &#039;&#039;&#039;will put you into critical&#039;&#039;&#039;. If you are on weeds and take no further damage, you will live, but if you are off weeds, then you will bleed out. That is, if the marine doesn&#039;t just point blank you again.&lt;br /&gt;
&lt;br /&gt;
* If you can begin a fight by succesfully hitting a Marine with &#039;&#039;&#039;Bone Spurs&#039;&#039;&#039;, their mobility will be greatly affected; they will have a hard time evading your attacks and won&#039;t be able to pursue you.&lt;br /&gt;
&lt;br /&gt;
* Scouting as a Runner might sound trivial, but it can turn risky fast if you&#039;re not careful. Remember to keep your Nigtvision setting on half, and be very careful about moving lights in the distance; lamps rarely move on their own. Likewise, as you make your way around, keep a close eye on any suspicious clutter in small entrances. Humans can lay traps too, and their traps can kill you straight. Better safe than sorry.&lt;br /&gt;
&lt;br /&gt;
* Scouting for your eyes only is virtually useless. If you find out anything useful, say it. You should have no trouble finding a safe place to communicate your information thanks to your &#039;&#039;&#039;Hide&#039;&#039;&#039; ability. Tell them any strongpoints, any apparent flanks, if the Marines are making significant movements, if the metal bird is landing or taking off, the general concentration of Marines across the colony, or if you spot a target of interest.&lt;br /&gt;
&lt;br /&gt;
* You don&#039;t need to be a lone wolf. If you spot slower castes trying to flank and hunt as you do, make sure to gravitate around them. You might not be able to take a lot of punishment, but your ambushes can provide a golden opportunity for another caste to mop up immediately. You can also act as a guard for that [[Drone]] who is going in dangerous along the flank, and she will reward you with melted defenses and new weed patches to recharge at.&lt;br /&gt;
&lt;br /&gt;
* The power of your &#039;&#039;&#039;Pounce&#039;&#039;&#039; as a disarming attack cannot be understated: your target will immediately be forced to drop their weapon, or any other item they were holding. It means that once they leap back up, they will be disoriented and disarmed, forcing them to stumble around, either abandoning their weapon, pulling a new one out or trying to grab it again as you come in for raw damage. Be warned: a Marine carrying a shotgun with the Magnetic Harness attachment can &#039;&#039;&#039;instantly&#039;&#039;&#039; pull it out, as it will snap back to their armor instead of falling to the floor, and send you to your doom.&lt;br /&gt;
&lt;br /&gt;
* Be aware that you are very fast. You can try dragging Marines right out of under a medic&#039;s nose if they aren&#039;t paying attention. But make sure that Marine is lying down! A Marine standing up could pose a threat!&lt;br /&gt;
&lt;br /&gt;
* Do not underestimate vent networks. They might give some warnings to nearby Marines, but you will be able to relocate insanely quickly.&lt;br /&gt;
&lt;br /&gt;
* In an Almayer fight, you will usually want to leave the landing zone as fast as possible. Your destination will often be the nearest vent, as the Almayer is a tight, elaborate ship and you will need to travel in the vents to flank in a useful manner while avoiding detection. Do not try to fight stand-offs, you will have a bad time.&lt;br /&gt;
&lt;br /&gt;
* Claymore mines can ruin your day, but you can slash them from behind or to the side to detonate them without getting caught by the shrapnel if they are unattended.&lt;br /&gt;
&lt;br /&gt;
== Runner Evolution ==&lt;br /&gt;
&lt;br /&gt;
Runners can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the [[Lurker]]. While it&#039;s certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Lurker also gains the ability to turn invisible, thus making her even more of an Ambush class, with a large serving of Stealth.&lt;br /&gt;
&lt;br /&gt;
== Runner Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=1&lt;br /&gt;
|meleehigh=2&lt;br /&gt;
|plasmaregen=1&lt;br /&gt;
|explosiveresist=1&lt;br /&gt;
|health=1&lt;br /&gt;
|speed=11&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Boiler&amp;diff=23376</id>
		<title>Boiler</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Boiler&amp;diff=23376"/>
		<updated>2022-10-23T17:19:49Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 3&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Boiler.png&lt;br /&gt;
|castetitle = Boiler&lt;br /&gt;
|evolves_from = [[Spitter]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Bring the Hive&#039;s ranged combat castes to their maximum potential with long range acid glob shots, allowing you to bombard and heavily damage areas after a bit of setup. Use your enhanced vision to locate targets without being seen and shot. Use your acid lance for close range defense. Use your incredibly strong acid to make short work of everything in your way.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=8616 The Guardian Caste Guide]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Boiler&#039;&#039;&#039; is the evolved form of the [[Spitter]] and perhaps the ultimate ranged warrior of the Hive. It is a slow and weak large Alien with a somewhat weak attack, trading the [[Spitter]]&#039;s old role on the battlefield with a special, almost Support-like role. It is otherwise relatively average, with a decently large plasma pool that should not pose any issues, as the Boiler will be always set up in weeded backlines. It does however get the strongest Corrosive Acid in the game, making short work of anything the Boiler can physically get up close to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With an unique ability &#039;&#039;&#039;to &amp;lt;code&amp;gt;Bombard&amp;lt;/code&amp;gt; the battlefield with massive Boiler globs&#039;&#039;&#039;, the Boiler is akin to artillery, capable of standing back and whittling down anything it is aiming at. The Boiler has two types of acid launch. A 5x5 AoE attack, that takes a bit of time to fire, and all marines can see where it will hit. And a second acid attack, which is acid lance. You can move while charging it (which takes very little time) and then launch it in a rough line, dealing decent burn damage to anyone hit by it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Boiler is also blessed with Enhanced Vision, allowing it to zoom outwards in the direction it is facing. It is obviously critical for its role as a Support caste, and allows it to keep a safe distance from whatever it is bombarding. If it is ever caught at close range, it still has one last desperation attack in the form of an Acid Lance, that will deal decent burn damage, but cannot stun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another of the boiler&#039;s abilities is to Dump Acid. This puts all abilities on cool down, while granting you a higher movement speed, and putting a tile wide cloud of gas over every tile you pass over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worth noting is that the Boiler&#039;s acid reserves causes him to be uniquely bioluminescent, which might compromise its own stealth in most situations. This acid will also be released as a small gas cloud when killed, although it is probably not a desirable use of a Boiler and T3 slot.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Boiler ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With all of its abilities, it is patently obvious that the Boiler is meant &#039;&#039;&#039;to stand back and bombard its targets&#039;&#039;&#039;, often accompanying the majority of the Hive in their pushes or defensive holds. It is fairly common for them to set up as far away from their target as possible, usually ten tiles or more. Beware that you will need an unobstructed line of fire between you and your target. Any solid structure other than see through structures will block you fire. You &#039;&#039;can&#039;&#039; shoot through windows and resin membranes. You &#039;&#039;cannot&#039;&#039; shoot through walls.&lt;br /&gt;
&lt;br /&gt;
The acid gas attack will show up as yellow circles, then take a few seconds, then turn into the gas. This lets marines know to get outta there, so it is good to gas targets that cannot move fast, are stunned, or cornered. It deals meh damage even if it is just activated on someone and they escape. If you are in the gas for the full duration, chances are high that you will die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting cornered at close range is a nightmare scenario for Boilers, but you still have a few desperation tactics to work towards an escape. First of all, always be aware of approaching Marines. You can dump acid, disabling your abilities to get outta there fast, and leave gas behind you in a trail, while speeding you up. If that is not enough and you find yourself in close proximity to raging tallhosts, use your Acid Lance tactically to cover your retreat. It ought to dissuade them and allow you to run. Don&#039;t attempt to kill them yourself, your slash is weak and your health pool is fairly minuscule for a Tier 3 Alien. If you do die, you&#039;ll explode in an acid cloud as a last resort.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to other castes due to how the boiler has stronger corrosive acid. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 200 plasma.&lt;br /&gt;
|-&lt;br /&gt;
! Artillerist&lt;br /&gt;
| &#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Whenever you increase your sight range, you have a &#039;buffer&#039; of 7 tiles to move before the your view range increase is cancelled.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bombard.png]]&amp;lt;br&amp;gt;Bombard&lt;br /&gt;
|You dig in and prepare to fire, to fire a massive unblock-able acid gas bomb on your target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 Plasma, cooldown: 26 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Lance.png]]&amp;lt;br&amp;gt;Acid Lance&lt;br /&gt;
|Start charging an acid lance that can be fired at any time on a target. Once fired, a stream of acid will launch at a point damaging anyone in it based on the amount of time charged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 21 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dump_Acid.png]]&amp;lt;br&amp;gt;Dump Acid&lt;br /&gt;
|Gain a speed boost and dump acidic clouds behind you. This will disable your offensive capabilities for a short time to allow you to escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 Plasma, cooldown: 40 seconds.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Trapper&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&lt;br /&gt;
====== Trapper======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Empower&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deploy Traps&#039;&#039;&#039; is empowered by gaining 10 stacks of Insight. These stacks are acquired by hitting Acid Shotgun pellets, at a rate of 1 for 1. Hitting a target pointblank with the acid shotgun ability will give 10 stacks of insight, as well a hitting a rooted target with Acid Shotgun immediately gives 10 stacks. These stacks cannot go beyond 10, and are consumed upon casting Empowered Deploy Traps(will have a red arrow to show that it is empowered).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acid Mine&#039;&#039;&#039; is empowered by casting empowered Deploy Traps.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deploy_Trap.png]]&amp;lt;br&amp;gt;Deploy Traps&lt;br /&gt;
|Deploys a line of temporary resin traps that, when an enemy walks over, stuns them momentarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Time&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Default Deploy Traps:&#039;&#039;&#039; 1.75 seconds&lt;br /&gt;
*&#039;&#039;&#039;Empowered Deploy Traps:&#039;&#039;&#039; 3 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casting Empowered Deploy Traps will empower the next Acid Mine ability.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Costs 60 Plasma, cooldown: 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Mine.png]]&amp;lt;br&amp;gt;Acid Mine&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039;  Hitting an Acid Mine shaves 4 seconds off the remaining Boiler Trap cooldown per hostile living mob hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Designate a tile in which a 3x3 acid mine will erupt. If anyone is in the 3x3 ranged acid mine, they&#039;ll be hit with acid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Against Hostile Mobs:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Default Damage:&#039;&#039;&#039; 45 Burn&lt;br /&gt;
*&#039;&#039;&#039;Empowered Damage If resisted:&#039;&#039;&#039; 30 Burn&lt;br /&gt;
*&#039;&#039;&#039;Empowered Damage If not resisted:&#039;&#039;&#039; 51 Burn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Against Barricades:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Default Damage:&#039;&#039;&#039; 76.95&lt;br /&gt;
*&#039;&#039;&#039;Empowered damage:&#039;&#039;&#039; 114.075&lt;br /&gt;
&lt;br /&gt;
Costs 40 Plasma, cooldown: 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Shotgun.png]]&amp;lt;br&amp;gt;Acid Shotgun&lt;br /&gt;
|Launch a scatter shot of small acid blobs that fire damage enemies akin to spitter/praetorian spit.&lt;br /&gt;
&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Targets restrained by traps take 75% increased damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default Damage(Pointblank):&#039;&#039;&#039; 91.6 Burn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 60 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Boiler Tactics ==&lt;br /&gt;
&lt;br /&gt;
* Never forget your strong acid. If you ever happen upon unprotected Marine positions, notably during a Marine retreat, your acid will melt straight through everything you can get your mouth on. Sometimes, you might be asked to open up flanks through reinforced walls too.&lt;br /&gt;
&lt;br /&gt;
* Always stick with your Hive, and make sure to be the first to fallback if your sisters are getting pushed back. You are not suited for frontline combat at all and any competent tallhost will make short work of you if they manage to get into range of you. Your Acid Lance is a desperation weapon, not an alternate fighting strategy.&lt;br /&gt;
&lt;br /&gt;
* Using a strong Tier 3 caste as a shield, preferably a [[Crusher]] in most cases or a [[Ravager]] or [[Queen]] if incendiary munitions are being used, will allow you to fire despite ongoing suppression. As long range weaponry, including scoped rifles, marksman rifles and sniper rifles, are your natural counter, you will find a shield useful in large fights, as you are a priority target for people using these weapons. Defenders make excellent shields as well, and it is generally easier to get a hold of one to guard you than a T3.&lt;br /&gt;
&lt;br /&gt;
* Expect to relocate often as the fight moves forwards and backwards. Your sweet spot will always be around 8 to 14 tiles, which is your aiming range when using Enhanced Vision. Of course, if you get shot at, you need to relocate much faster, especially if you are set on fire or don&#039;t have a shield.&lt;br /&gt;
&lt;br /&gt;
* As you are stationary, you are especially vulnerable to specific weapons with a long windup, notably orbital bombardments and CAS strikes. If you hear or suspect any of those, especially if you are surrounded by sisters, immediately relocate. You cannot survive such a strike if it lands straight on you.&lt;br /&gt;
&lt;br /&gt;
* Boiler gas usually makes good points for the Aliens to push, especially if aimed at non-fortified targets. Communicating your shots might help, especially if you coordinate with another strong pushing caste like a [[Crusher]], or even a [[Queen]].&lt;br /&gt;
&lt;br /&gt;
== Boiler Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=1&lt;br /&gt;
|meleehigh=2&lt;br /&gt;
|health=8&lt;br /&gt;
|plasmaregen=7&lt;br /&gt;
|plasma=4&lt;br /&gt;
|explosiveresist=2&lt;br /&gt;
|speed=1&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Spitter&amp;diff=23375</id>
		<title>Spitter</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Spitter&amp;diff=23375"/>
		<updated>2022-10-23T17:09:11Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 2&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Spitter.png&lt;br /&gt;
|castetitle = Spitter&lt;br /&gt;
|evolves_from = [[Sentinel]]&lt;br /&gt;
|evolves_to = [[Boiler]], [[Praetorian]]&lt;br /&gt;
|role = Protect your fellow Aliens with a corrosive acid spit, allowing you to damage hosts from a distance and deny areas or lanes of fire to them. Use your strong acid to quickly melt into places.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=8616 The Guardian Caste Guide]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spitter&#039;&#039;&#039; is the next evolution of the humble [[Sentinel]]. Where it was mostly stuck on a supportive role, harassing hosts and stalling them and giving occasional support to other castes during combat, the Spitter can afford &#039;&#039;&#039;to go on the offensive&#039;&#039;&#039;, where its slower speed is counteracted by better health and a larger plasma pool, along with a stronger Corrosive Acid that will make short work of most fortifications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Spitter is defined by its new powerful &#039;&#039;&#039;Corrosive Spit&#039;&#039;&#039;. This ability to deal consistent damage at range defines the caste and leads it to becoming a foe to even the most careful Marines. At any time, the Spitter can also opt use its corrosive acid spray for slowing down on coming foes.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Spitter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Sentinel was limited to harassment at best, with the rare option of ambushing and killing a lone Marine, the Spitter can skirmish as well as the average [[Lurker]]. Its corrosive spit is a regular, reliable damage output that will generally cool down any Marine trying to engage in a gunfight. While you will still be in a bad position if under sustained fire, you have more of a reason to be at the front lines, as damaging the Marines will usually allow fights to go in the Hive&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit and run tactics that the Sentinel employed shine for you. Since you are able to damage Marines from afar, you can easily weaken a Marine chasing you to the point where they are forced to disengage, least they simply die. In case this fails, you might still be able to make it out where a Sentinel would not have had due to your bigger health pool. However, do mind you are slower, so it&#039;s usually a smart idea to stick near fellow sisters in case you bite more than you can chew while flanking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your corrosive acid is another critical part of your presence in the Hive. While other castes may have acid like yours, and the [[Boiler]]&#039;s acid tops it all off, you will often be the caste best suited to apply some in dangerous situations. While you will approach a bit slower, you are less likely to go down to stray fire, lessening the risk of you dying while melting gear or defenses. Of course, if you have spare time, your acid can generally help shape buildings to fit the Hive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
!Corroder&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE:&#039;&#039;&#039; Your acid spit does damage over time. Though there&#039;s a cool down of 15 seconds for applying it to the same target.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to other castes due to how the spitter has stronger corrosive acid. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Acid Spit&lt;br /&gt;
|Use middle mouse button to spit globs of acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Ability.png]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increase your movement speed drastically for 3.5 seconds. Hitting someone with acid spit refreshes Frenzy&#039;s cooldown if they were not previously covered in acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spray_Acid.png]]&amp;lt;br&amp;gt;Spray Acid&lt;br /&gt;
|Sprays acid along the ground covering tiles. Hosts that touch covered tiles take acid damage and fall to the ground. &#039;&#039;&#039;Can be used to extinguish fires on other xenos.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma, cooldown: 8 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ability Rotation ==&lt;br /&gt;
Your ability rotation is fairly simple: &lt;br /&gt;
&lt;br /&gt;
#You use Frenzy [[File:Frenzy_Ability.png|40px]] when you believe you can land a hit (if you end up in a bad situation use it as an escape) &lt;br /&gt;
#Use your acid spit [[File:Xeno_Spit.png|40px]] (hopefully landing it to refresh the frenzy cooldown). &lt;br /&gt;
#Lastly you want to followup on the marine you just hit with your acid spit, with the spray acid ability [[File:Spray_Acid.png|40px]] to stun them briefly for 2 seconds roughly.&lt;br /&gt;
#Repeat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attainable Strains==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#DDA0DD; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spitter Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spitters are less fit for ambushing and hit and run due to their slower speed. However, they can still do wonders if paired with another caste that can help distract or take the pressure off them while they run from an engagement with multiple Marines they can&#039;t hope to win.&lt;br /&gt;
&lt;br /&gt;
* Acid spit can slowly damage barricades, turrets and even walls. As such, it can be used to slowly solve defensive deadlocks where an extremely entrenched perimeter proves too hard to even approach physically to melt with corrosive acid.&lt;br /&gt;
&lt;br /&gt;
* While you are not as mobile as a [[Lurker]], you stand a reasonable chance in a melee, especially if the Marines cannot focus fire on you. Just watch out for explosives, as they can easily be used to stop your frenzy.&lt;br /&gt;
&lt;br /&gt;
== Spitter Evolution ==&lt;br /&gt;
&lt;br /&gt;
Spitters can Evolve into the following caste:&lt;br /&gt;
&lt;br /&gt;
* The [[Boiler]] is perhaps the greatest ranged caste the Hive can muster, shedding its ability to fight on the front lines with spit in exchange of bombarding the battlefield with large acid and neurotoxin globs, turning it into the Alien&#039;s artillery. If a Marine defensive position ever gives you trouble, a Boiler is sure to help, although it will be less useful if both sides are moving forwards or back rapidly. In a pinch, it is still capable of defending itself with its acid reserves, although it usually will require good support as they are physically weak and slow for a large caste.&lt;br /&gt;
&lt;br /&gt;
* The [[Praetorian]] is a more all-rounder evolution, It has extreme versatility with its role, It can either become similar to a Spitter, With a ranged playstyle or become a frontline caste, All depending on the strain. It has more health and a greater stature and melee attack coupled with surprising nimbleness. &#039;&#039;&#039;Once you have evolved into a praetorian, you can de-evolve into a warrior if the hive requires one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Spitter Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=1&lt;br /&gt;
|meleehigh=3&lt;br /&gt;
|health=7&lt;br /&gt;
|plasma=6&lt;br /&gt;
|plasmaregen=7&lt;br /&gt;
|explosiveresist=2&lt;br /&gt;
|speed=5&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:XenoSkills&amp;diff=23374</id>
		<title>Template:XenoSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:XenoSkills&amp;diff=23374"/>
		<updated>2022-10-23T16:54:06Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;100%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:50em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier 16&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 16 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 15&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 15 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 14&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 14 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 13&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 13 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 12&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 12 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 11&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 11 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 11 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 10&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 10 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 9&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 9 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 8&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 8 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 7&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 7 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 6&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 6 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 5&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 5 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 4&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 4 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 3&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 3 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 2&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 2 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 1&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 1 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | || width=&amp;quot;11.5%&amp;quot; | Health|| width=&amp;quot;5.75%&amp;quot; | Lower Melee|| width=&amp;quot;5.75%&amp;quot; | Upper Melee||width=11.5%&amp;quot; | Plasma|| width=&amp;quot;11.5%&amp;quot; | Plasma Regeneration|| width=&amp;quot;11.5%&amp;quot; | Armor|| width=&amp;quot;11.5%&amp;quot; | Explosive Resistance|| width=&amp;quot;11.5%&amp;quot; | Speed|| width=&amp;quot;11.5%&amp;quot; | Evasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|health=16&lt;br /&gt;
|meleelow=16&lt;br /&gt;
|meleehigh=16&lt;br /&gt;
|plasma=16&lt;br /&gt;
|plasmaregen=16&lt;br /&gt;
|armor=16&lt;br /&gt;
|explosiveresist=16&lt;br /&gt;
|speed=16&lt;br /&gt;
|evasion=16&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Sentinel&amp;diff=23373</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Sentinel&amp;diff=23373"/>
		<updated>2022-10-23T16:43:31Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 1&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Sentinel.png&lt;br /&gt;
|castetitle = Sentinel&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Spitter]]&lt;br /&gt;
|role = Provide ranged support in combat by stunning foes from afar. Use your acid to destroy equipment.&lt;br /&gt;
|guides = No External Guides&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sentinel is a relatively fragile caste, not able to engage in direct combat due to her low durability and low damage. However, this is fully made up for with a massive advantage compared to other melee castes. Sentinels have a vast array of disabling abilities, most of them ranged. They have access to the &#039;&#039;&#039;Slowing Spit&#039;&#039;&#039;, a low cooldown ability that slows a single target for a decently long duration, and their &#039;&#039;&#039;Scattered Spit&#039;&#039;&#039; allows them to briefly stun multiple Marines. Lastly, they can use their &#039;&#039;&#039;Paralyzing Slash&#039;&#039;&#039; to slow and daze, and then knock down the next target they slash over the course of several seconds. This, coupled with their decent speed makes them an excellent support caste both inside and outside of combat.&lt;br /&gt;
&lt;br /&gt;
Sentinels are best suited for supporting engagements by slowing Marines down and helping other Aliens capture or kill them.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Sentinels have access to a corrosive acid they can use to melt equipment and some weak structures. While Sentinel acid is agonisingly long to act, it will eventually melt through. However, as she cannot deploy weeds for herself, she is dependent on its local [[Drone]] for massive melting projects.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Sentinel ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sentinel&#039;s &#039;&#039;&#039;Scattered Spit&#039;&#039;&#039; is usually considered her signature ability, being able to briefly stop an advance with ease, while letting her, or other Aliens, close in on the enemy. &#039;&#039;&#039;Slowing Spit&#039;&#039;&#039; may seem weak at first, but the low cooldown and long duration of the ability should not be underestimated; a slowed Marine will have a very hard time chasing down a weakened Alien, or running away from an attacking one. Lastly, anyone afflicted with &#039;&#039;&#039;Paralyzing Slash&#039;&#039;&#039; will essentially be incapable of fighting back for several seconds, long enough to attempt capture, or to allow another Alien to go to town on them. A Sentinel should always aim to work together with others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your speed, health and slash damage are unfortunately, painfully average. Because of this, you may want to attempt surprise attacks, rather than engaging in combat directly. Hide around corners and behind closed doors. Use darkness to your advantage. Follow your larger sisters into combat, use your abilities to disrupt the Marines, then leave. &#039;&#039;&#039;Always have an escape plan.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Never forget your corrosive acid. Between flares, dropped guns, barricades, loose materials, weak window frames and other items, there is always something that needs to be melted. Staying in [[Pheromones|Recovery]] range and on weeds will allow you to melt to your heart&#039;s content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to help directly in the fight, try to find a small flank and slow people. You don&#039;t ever have to attack them, every single person downed on the floor or recovering from slowdown effects is not firing at your sisters. Do it enough, and you might goad the Marines into falling back in despair. Just be careful not to get lit up in a position where you can&#039;t be saved. If you can shoot them, so can they.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Regurgitate&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Slowing Spit&lt;br /&gt;
|Use middle mouse button to spit a glob of slowing neurotoxin to slow Marines.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 1.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Shotgun.png]]&amp;lt;br&amp;gt;Scattered Spit&lt;br /&gt;
|Use middle mouse button to spit globs of paralyzing neurotoxin, knocking down Marines hit for 0.7 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crippling-Strike.png]]&amp;lt;br&amp;gt;Paralyzing Slash&lt;br /&gt;
|Empower you next attack to inject neurotoxin into the host, dazing them for 4 seconds and immediately after knocking them down helpless for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 12 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sentinel Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sentinels make wonderful ambush partners. You can easily stunlock a particular target while your buddy has a field day on their poor body. If you feel less vindictive, you can also try to go for an infection.&lt;br /&gt;
&lt;br /&gt;
* You can combine your abilities to capture Marines. Slow them down with &#039;&#039;&#039;Slowing Spit&#039;&#039;&#039; to easily catch up to them, then use &#039;&#039;&#039;Scattered Spit&#039;&#039;&#039; and &#039;&#039;&#039;Paralyzing Slash&#039;&#039;&#039; to knock them down for a duration. Afterwards, attack them on &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent, until you hear the unique knockdown sound of a succesful tackle. Once a Marine is tackled, pull them away with one hand and continue tackling with another; they will be unable to get up as long as you continue disarming, and you&#039;ll be able to safely devour them and take them to the hive for an infection. This method can be somewhat risky, as the Marine will have some opportunities to fight back before they&#039;re tackled. When in doubt, bring friends.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t get too cocky with your stuns. Running in to slash someone you stunned might expose you to offscreen Marines who spotted their teammate going down and are coming in to rescue. If your reflexes are not on point, you might take a full burst and end up in a bad shape.&lt;br /&gt;
&lt;br /&gt;
* Do not underestimate the ability of the Slowing Spit to immediately slow down a serious threat. A buckshot Marine suddenly rounding the corner, an M5 RPG Specialist suddenly appearing from off-screen, launcher up on the shoulder, an SMG Marine rushing in. A single spit can make or break it, and turn their rush into a miserable failure.&lt;br /&gt;
&lt;br /&gt;
* Of course, you also are the best caste to melt flares. You can move in fast, melt it, and leave before the hail of bullets smashes into you. It is usually a good idea to inch forward and back first to make sure someone doesn&#039;t have their sights on it already.&lt;br /&gt;
&lt;br /&gt;
*When fighting together with other Aliens, there is a single thing you should always keep in mind: &#039;&#039;&#039;DO NOT BODYBLOCK&#039;&#039;&#039;. Bodyblocking is the act of preventing another Alien from moving in their intended direction by standing in their way. This will often lead to frustrating deaths, as Alien players have a tendency to fight until they&#039;re almost dead, then leave. When you engage together with someone, try to be mindful of how much damage they&#039;re taking. If you think they&#039;re about to start pulling back, or you&#039;re low on health yourself, &#039;&#039;&#039;leave first.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sentinel Evolution ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sentinels can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into the [[Spitter]]. The Spitter trades off the sentinel&#039;s disabling abilities into more mobility, health and a new, extremely powerful ability to spit corrosive acid, allowing them to dish out reliable damage from afar. Their corrosive acid also becomes stronger in general, allowing them to melt equipment faster.&lt;br /&gt;
&lt;br /&gt;
== Sentinel Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=1&lt;br /&gt;
|meleehigh=2&lt;br /&gt;
|health=6&lt;br /&gt;
|plasmaregen=5&lt;br /&gt;
|plasma=4&lt;br /&gt;
|explosiveresist=1&lt;br /&gt;
|speed=7&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:XenoSkills&amp;diff=23372</id>
		<title>Template:XenoSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:XenoSkills&amp;diff=23372"/>
		<updated>2022-10-23T16:40:00Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Split Melee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;100%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:50em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier 16&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 16 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 15&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 15 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 14&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 14 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 13&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 13 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 12&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 12 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 11&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 11 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 11 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 10&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 10 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 9&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 9 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 8&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 8 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 7&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 7 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 6&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 6 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 5&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 5 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 4&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 4 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 3&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 3 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 2&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 2 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 1&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 1 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{meleelow}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{meleehigh}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; | || width=&amp;quot;11%&amp;quot; | Health|| width=&amp;quot;5.5%&amp;quot; | Lower Melee|| width=&amp;quot;5.5%&amp;quot; | Upper Melee||width=11%&amp;quot; | Plasma|| width=&amp;quot;11%&amp;quot; | Plasma Regeneration|| width=&amp;quot;11%&amp;quot; | Armor|| width=&amp;quot;11%&amp;quot; | Explosive Resistance|| width=&amp;quot;11%&amp;quot; | Speed|| width=&amp;quot;11%&amp;quot; | Evasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|health=16&lt;br /&gt;
|meleelow=16&lt;br /&gt;
|meleehigh=16&lt;br /&gt;
|plasma=16&lt;br /&gt;
|plasmaregen=16&lt;br /&gt;
|armor=16&lt;br /&gt;
|explosiveresist=16&lt;br /&gt;
|speed=16&lt;br /&gt;
|evasion=16&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Larva&amp;diff=23371</id>
		<title>Larva</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Larva&amp;diff=23371"/>
		<updated>2022-10-23T16:26:00Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Updated skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 0&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Larva.png&lt;br /&gt;
|castetitle = Larva&lt;br /&gt;
|evolves_from = N/A&lt;br /&gt;
|evolves_to = [[Drone]], [[Runner]], [[Sentinel]], [[Defender]]&lt;br /&gt;
|role = Using the life given to you by a host, go forth and expand the Hive. Hide to Evolve if needed.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Everyone is screaming in terror after watching a Chestburster/Larva bust out of Kane&#039;s chest.&amp;quot;&#039;&#039;  - &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
Also known as the &amp;quot;&#039;&#039;&#039;chestburster&#039;&#039;&#039;&amp;quot;, the &#039;&#039;&#039;Larva&#039;&#039;&#039; is the infant form of the species. It is most well known for its horrific method of gestation — it is implanted into a host lifeform&#039;s chest cavity by a Facehugger, and upon maturing it will erupt violently from the host&#039;s chest, killing them in an incredibly bloody and traumatic fashion. Chestbursters are small and their life is dependent on the survival of its host, but after it finishes, it will not require the host to survive and &#039;&#039;&#039;once mature it will evolve into a fully grown Alien&#039;&#039;&#039;. You&#039;ll start off as one of the ill-fated humans who had been captured, infected and will soon burst into a larva(e) from the inside.&lt;br /&gt;
&lt;br /&gt;
== Playing as a Larva ==&lt;br /&gt;
If you are chosen as a Larva inside the colony that has just days previous been pillaged and demolished, allowing you to spread out of control and infect or slaughter the entire colonist population. While the colony is mostly safe aside from a handful of hardened [[Survivor]]s stubbornly clinging to life, this may not hold true long.&lt;br /&gt;
&lt;br /&gt;
The Hivemind has full knowledge of the colony on which you were born, and many of its facets, even the most complex. Its entire layout, how power and lighting functions, and where special locations are. The little of resistance the Hivemind met also granted you some knowledge on the weapons you may expect to be used against you, like guns, knifes and grenades.&lt;br /&gt;
&lt;br /&gt;
As soon as your Larva has matured, you will be able to choose between the four initial Alien castes: [[Drone]], [[Runner]], [[Sentinel]] and [[Defender]]. Depending on which you choose, you will then be able to progress in their respective castes. Do not underestimate them. What they lack in special abilities or raw power, they make up in being fast to upgrade into a powerful foe and always available. Once you evolve into one of the four castes, you or your [[Queen]] cannot deevolve you back into a larva.&lt;br /&gt;
&lt;br /&gt;
As a chestbursted Larva, your main priority is to hide and avoid from tallhosts and retreat to other aliens if possible, as larvae are very fragile and can easily be killed in a one or few hits. If you managed to retreat and hide to a safe place, quickly evolve into your respective caste. Larvae have the unique ability to quickly slide underneath an airlock by just clicking right next to it. Remember that you can go to a vent and hide there if you wish.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Larva Evolution ==&lt;br /&gt;
Larvae can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into four possible castes:&lt;br /&gt;
&lt;br /&gt;
* The [[Drone]] is the humble worker of the Hive, while other castes make themselves useful almost universally in their combat prowess, the Drone finds its vocation in building and maintaining the Hive. It is considered as a &#039;&#039;&#039;SUPPORT&#039;&#039;&#039; role to the Alien team.&lt;br /&gt;
&lt;br /&gt;
* The [[Runner]], as its name fully implies, is the fastest caste available to the Alien Hive, but also the most fragile. It is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over unwired barricades and tables alike. It is actively an &#039;&#039;&#039;BACKLINE&#039;&#039;&#039; role due to it&#039;s high speed and harassment power, especially at later evolutions.&lt;br /&gt;
&lt;br /&gt;
* The [[Sentinel]] is a relatively fragile caste, not able to engage in direct combat due to its low durability and low damage. However, this is completely made up for with a massive advantage compared to other melee castes. Sentinels can Spit Neurotoxin, giving them a ranged attack that will disable anyone hit by it. It&#039;s a &#039;&#039;&#039;DEFENSIVE&#039;&#039;&#039; role, as Sentinels have the purpose of securing captured hosts as well as slowing pushes with area of effect crowd control.&lt;br /&gt;
&lt;br /&gt;
* The [[Defender]] is a strong defensive caste of the Hive. To its name, it is the Alien caste that makes it a strong engagement starter and can defend other Aliens well than other Tier 1 Aliens thanks to its high health and strong crest. In addition to their strength, they can Fortify and lower its Crest to endure more damage and Headbutt as well as Tail Sweep to knock any tallhosts back. Due to this, their role is a &#039;&#039;&#039;FRONTLINE&#039;&#039;&#039; or &#039;&#039;&#039;DEFENSIVE&#039;&#039;&#039; role, like the Sentinel.&lt;br /&gt;
&lt;br /&gt;
== Sentinel Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|speed=10&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:XenoSkills&amp;diff=23369</id>
		<title>Template:XenoSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:XenoSkills&amp;diff=23369"/>
		<updated>2022-10-23T16:06:34Z</updated>

		<summary type="html">&lt;p&gt;BeagleGaming1: Fixed it but for real this time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;100%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:50em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier 16&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 16 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 15&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 15 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 14&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 14 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 13&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 13 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 12&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 12 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 11&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 11 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 11 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 10&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 10 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 10 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 9&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 9 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 9 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 8&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 8 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 8 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 7&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 7 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 7 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 6&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 6 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 6 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 5&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 5 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 5 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 4&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 4 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 4 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|  }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 3&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 3 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 3 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 2&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 2 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 2 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Tier 1&lt;br /&gt;
| {{#ifexpr: {{{health}}} &amp;gt;= 1 | style=background-color:#CCB6D6| }}  | &lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasma}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{plasmaregen}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{armor}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{explosiveresist}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{speed}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{evasion}}} &amp;gt;= 1 | style=background-color:#CCB6D6 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; | || width=&amp;quot;11%&amp;quot; | Health|| width=&amp;quot;11%&amp;quot; | Melee|| width=11%&amp;quot; | Plasma|| width=&amp;quot;11%&amp;quot; | Plasma Regeneration|| width=&amp;quot;11%&amp;quot; | Armor|| width=&amp;quot;11%&amp;quot; | Explosive Resistance|| width=&amp;quot;11%&amp;quot; | Speed|| width=&amp;quot;11%&amp;quot; | Evasion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|health=16&lt;br /&gt;
|melee=16&lt;br /&gt;
|plasma=16&lt;br /&gt;
|plasmaregen=16&lt;br /&gt;
|armor=16&lt;br /&gt;
|explosiveresist=16&lt;br /&gt;
|speed=16&lt;br /&gt;
|evasion=16&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>BeagleGaming1</name></author>
	</entry>
</feed>