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	<updated>2026-04-12T22:23:35Z</updated>
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		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=40425</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=40425"/>
		<updated>2026-04-11T07:44:57Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* USCM Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&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;
For information on what other forces are equipped with see [[Non-USCM Equipment]].&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;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;
{{Template:Autowiki/Content/Gun/M4A3 service pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/88 Mod 4 combat pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M44_combat_revolver}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M10 auto pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M39 submachinegun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41A pulse rifle MK2}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4RA battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M37A2 pump shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M5 &#039;Night Raider&#039; bayonet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M11 Throwing Knife&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M2132 Machete&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
&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;
{{Template:Autowiki/Content/Gun/M42A scoped rifle}}{{Template:Sniper Rifle Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM43E1 experimental anti-materiel rifle}}{{Template:Sniper Rifle Abilities}}{{Template:XM43E1 Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M92 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M5 RPG}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4RA custom battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M240-T incinerator unit}}|-&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;
{{Template:Autowiki/Content/Gun/Mateba autorevolver custom}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/polished_vintage_Desert_Eagle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M44 custom combat revolver}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/VP78 pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4A3 custom pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4A4 service pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/SU-6 Smartpistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M82-F flare gun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M56B_smartgun}}{{Template:Smartgun Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/MK221 tactical shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/MOU53 break action shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M81 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M85A1 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M240A1 incinerator unit}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41AE2 heavy pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41A pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M46C pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M56C &#039;Cavalier&#039; smartgun}}{{Template:Smartgun Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM88 heavy rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M6H-BRUTE_launcher_system}}|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center&amp;quot; |&amp;lt;span id =&amp;quot;Ceremonial Sword&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; | 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;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&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 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M56D Mounted Smartgun&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M2C Heavy Machine Gun&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M20 Mine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;UA 571-C Sentry&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
{{UA 571-C Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;UUA 42-F Sentry Flamer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Flamer-Sentry-Gun.png|64px]]&lt;br /&gt;
[[#UA 42-F Sentry Flamer |&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;21S Tesla Coil&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Tesla-Coil.png|64px]]&lt;br /&gt;
[[#21S Tesla Coil |&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;JIMA Planted Flag&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Defence-Flag.png|64px]]&lt;br /&gt;
[[#JIMA Planted Flag |&#039;&#039;&#039;JIMA Planted Flag&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|[[File:sentry_upgrade_kit.png|64px]]&lt;br /&gt;
[[#Sentry Upgrade Kit|&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M402 Mortar&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&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;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(255, 105, 0, 0.1);&amp;quot;|To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;C4 Explosive Charge&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Combat Technicians&#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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Breaching Charge&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{Breaching_Charge_Description}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Type 5 Shrapnel Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Type 8 White Phosphorus Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Webley Mk15 Stick Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Improvised Fire Bomb&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M12 Blast Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M15 Fragmentation Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;G2 Electroshock Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:G2_Grenade.png|64px]]&lt;br /&gt;
[[#G2 Electroshock Grenade|&#039;&#039;&#039;G2 Electroshock Grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it&#039;s sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.&lt;br /&gt;
&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HPDP Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEDP Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEFA Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-F 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Video Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirburstDemo.mp4]]&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-I 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-S 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M74 Smoke Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-S 40mm Grenade|&#039;&#039;&#039;M74 AGM-S 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HIDP Incendiary Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Combat Technicians&#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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HSDP Smoke Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 MFHS Metal Foam grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Metal Foam Grenade.png|64px]]&lt;br /&gt;
[[#M40 MFHS Metal Foam grenade|&#039;&#039;&#039;M40 Metal Foam grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.&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;
&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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEDP Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HPDP Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M40_HPDP_box.png |64px]]&lt;br /&gt;
[[#M40 HPDP Box|&#039;&#039;&#039;M40 HPDP 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 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEFA Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-F Grenade Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M07 Training grenade Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (M4A3 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (Marksman M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (Heavy M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (88 Mod 4 AP x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (SU-6 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (VP78 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4A3 Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA AP Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4A3 Hollow Point Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Incendiary Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Incendiary Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Light Explosive Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Slug Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[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;
&#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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Buckshot Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Flechette Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Beanbag Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;458 SOCOM Bullets Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets 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 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;AP Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;LE Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA incendiary 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;AP SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;LE SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Discontinued 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;
{{Template:Autowiki/Content/Gun/L42A battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM51 breaching scattergun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M37 pump shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&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;
=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;
{{Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Compact Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Extended Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Extended Recoil Compensator‎}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Extended Spiked Recoil Compensator‎}}&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;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Micro Dot Sight Stats‎}}&lt;br /&gt;
&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&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;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Micro Laser Module Stats‎}}&lt;br /&gt;
&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle 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;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;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Folding Stock‎‎}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Solid Stock‎}}&lt;br /&gt;
&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&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;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&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;
=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;mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |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;
&amp;lt;span id =&amp;quot;G8-A General Utility Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Light General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Medium General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Shotgun Shell Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Shotgun Shell Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Explosive Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pistol Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Pistol Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pistol Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Flare Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Radio Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Bayonet Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 5 throwing 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;
!&amp;lt;span id =&amp;quot;Survival Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Document Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Tools Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Electronics Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Construction Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Medical Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Autoinjector Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 hospital corpsmen, 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;
!&amp;lt;span id =&amp;quot;Medkit Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also 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;
!&amp;lt;span id =&amp;quot;First Responder Tactical Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Syringe Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Chemist Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Vial Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pressurized Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 [[Hospital Corpsman|Hospital Corpsman&#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;
!&amp;lt;span id =&amp;quot;Flame Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Sling Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Machete Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;Webbing&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Black Webbing&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Brown Webbing Vest&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Drop Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M272 Pattern Knife Vest&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Ammo Load Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Shotgun Shell Load Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern Knife Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M40 HEDP Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M40 HEDP Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern Toolbelt Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Toolbelt Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Medical Storage Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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. 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;
!&amp;lt;span id =&amp;quot;M276 Pattern Lifesaver Bag&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M804 Heavy Gunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.&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;
!&amp;lt;span id =&amp;quot;M804 Heavy Gunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M280 Smartgunner Drum Belt&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 pattern 45-70 loading rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;USCM mortar shell backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Lightweight IMP Backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Technician Welderpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Technician Welder-Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM logistics IMP backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M68 Thermal Cloak&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M3 Sniper&#039;s Smock&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Broiler-T flexible refueling system&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M22 Rocket Bags&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM IMP M63A1 Grenade Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Radio  Telephone Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Fireteam Leaders&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Marine Commanding Officer Backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M103 pattern Tank-Ammo rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Pyrotechnician G4-1 Fuel Tank&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|}&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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;Shoulder Holster&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M4A3 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern SU6 Smart pistol Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern M44 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M802 Pattern Smartgunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 [[Smartgunner|&#039;&#039;&#039;USCM Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern M82F flare gun holster rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M39 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;L44 M37A2 Scabbard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&amp;lt;span id =&amp;quot;H5 Pattern M2132 Machete Scabbard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;mw-collapsible&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;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|&amp;lt;span id =&amp;quot;Laser Designators&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&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;
|&amp;lt;span id =&amp;quot;Range Finders&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M2 Night Vision Goggles&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M94 Marking Flare Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M89 Marking Flare Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Motion Detector&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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 {{Key press|Z}} (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;
|&amp;lt;span id =&amp;quot;Data Detector&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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 {{Key press|Z}} (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;
|&amp;lt;span id =&amp;quot;Whistle&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Fulton Device&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;MB-6 Folding Barricade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Gas Mask&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Gas Mask}}&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;
|&amp;lt;span id =&amp;quot;Command Tablet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
A special device used by the Commander 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 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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;USCM Marine Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Marine Intelligence Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Staff Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Chief Engineer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Executive Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Commander Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Vehicle Crewman Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;mw-collapsible&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;
&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Heat absorbent coif&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Heat_absorbent_coif.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Heat absorbent coif|&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;]]&lt;br /&gt;
|{{Heat Absorbent Coif Description}}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Combat Boots&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Boots.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Combat Boots|&#039;&#039;&#039;Combat Boots&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;SWAT Mask&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:swat_mask.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#SWAT Mask|&#039;&#039;&#039;SWAT Mask&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
=Helmets=&lt;br /&gt;
A list of helmets which are paired with Armor. Essential for keeping your head on the battlefield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot;; style=&amp;quot;border: 2px solid black; &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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Pattern Marine Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Pattern Marine Helmet|&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|{{M10 Pattern Marine Helmet}} &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Technician Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_technician_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Technician Helmet|&#039;&#039;&#039;M10 Technician Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|{{M10 Technician Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M11 Pattern Leader Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M11Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M11 Pattern Leader Helmet|&#039;&#039;&#039;M11 Pattern Leader Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-S Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-S_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Helmet|&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M45 Ghillie Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Ghillie-Coif.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M45 Ghillie Helmet|&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Helmet|&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-G4 Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Helmet|&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Press Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Press_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Press Helmet|&#039;&#039;&#039;Press Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Pattern Military Police Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_Pattern_MP_Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Pattern Military Police Helmet|&#039;&#039;&#039;M10 Pattern Military Police Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact.&lt;br /&gt;
{{M10 Pattern MP Helm Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Riot Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:MP_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Riot Helmet|&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M50 Tanker Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M50 Tanker Helmet|&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M30 Tactical Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M30_Tactical_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M30 Tactical Helmet|&#039;&#039;&#039;M30 Tactical Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M12 Pattern Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:XM12_Pattern_Intel_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M12 Pattern Helmet|&#039;&#039;&#039;M12 Pattern Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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 or for your fantastic leadership.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intelligence Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Armor=&lt;br /&gt;
A list of multiple different 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;
{| 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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-L Pattern Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-L Pattern Light Armor|&#039;&#039;&#039;M3-L Pattern Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 EOD Pattern Heavy Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_heavy_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 EOD Pattern Heavy Armor|&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;B12 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B12 Pattern Personal Armor|&#039;&#039;&#039;B12 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{B12 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-S Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-S_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Light Armor|&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-S Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-T Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-T_Light_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-T Light Armor|&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-T Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M45 Pattern Ghillie Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-Sniper-Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M45 Pattern Ghillie Armor|&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M35 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M35 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-G4 Grenadier Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3G4_Grenadier_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Grenadier Armor|&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-G4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Press Body Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Press_Body_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Press Body Armor|&#039;&#039;&#039;Press Body Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{Press Body Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M2 Pattern MP Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern MP Armor|&#039;&#039;&#039;M2 Pattern MP Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M2 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Warden Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Warden_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Warden Armor|&#039;&#039;&#039;M3 Pattern Warden Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Warden Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Chief MP Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Chief_MP_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Chief MP Armor|&#039;&#039;&#039;M3 Pattern Chief MP Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 CMP Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Riot Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Riot_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Riot Armor|&#039;&#039;&#039;Riot Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{Riot Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M56 Combat Harness&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M56_Combat_Harness.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M56 Combat Harness|&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
|{{M56 Combat Harness}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M2 Pattern Officer Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Officer_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern Officer Armor|&#039;&#039;&#039;M2 Pattern Officer Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M2 Officer Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Tanker Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Tanker Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Tanker Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Tanker Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M4 Pattern Radio Operator Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:XM4_Pattern_Intel_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M4 Pattern Radio Operator Armor|&#039;&#039;&#039;M4 Pattern Radio Operator Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-VL Pattern Vest Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-VL_Pattern_Vest_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-VL Pattern Vest Armor|&#039;&#039;&#039;M3-VL Pattern Vest Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-VL Armor}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:GnarpPlaceholder.png&amp;diff=40410</id>
		<title>File:GnarpPlaceholder.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:GnarpPlaceholder.png&amp;diff=40410"/>
		<updated>2026-03-31T04:56:47Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas uploaded a new version of File:GnarpPlaceholder.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=40409</id>
		<title>Aliens</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Aliens&amp;diff=40409"/>
		<updated>2026-03-31T04:34:39Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Alien Castes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You still don&#039;t understand what you&#039;re dealing with, do you? Perfect organism. Its structural perfection is matched only by its hostility. I admire its purity. A survivor... unclouded by conscience, remorse, or delusions of morality. Is there room enough in space for us and it?&amp;quot;&#039;&#039; - Ash, &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Alien&#039;&#039;&#039; (aka &#039;&#039;&#039;Xeno&#039;&#039;&#039;) is one the main opposing forces of the [[Marines|USCM Marines]] during rounds on CM-SS13. The Aliens are fearsome creatures, perfected for combat to the point of challenging the Marine force with fewer numbers.&lt;br /&gt;
&lt;br /&gt;
You are part of the Hive, under the [[Queen]]. You are but a manifestation of her will, and your primary and only task is &#039;&#039;&#039;to expand and protect the Hive&#039;&#039;&#039;. You are reasonably intelligent and capable of quickly learning from the events during the infestation of the colony, yet you show no compassion or empathy. Your job will only be done when the Hive reigns over all that you can reach.&lt;br /&gt;
&lt;br /&gt;
==Evolution Diagram==&lt;br /&gt;
[[File:Evolution.png|1100x1100px|link=]]&lt;br /&gt;
&lt;br /&gt;
== Starting Out ==&lt;br /&gt;
If you are chosen as one of the first Aliens, you will spawn as a [[Larva]] inside the colony that has just days before 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 particular 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, knives, and grenades.&lt;br /&gt;
&lt;br /&gt;
One of the first tasks of the Hive is to find a nesting ground. Due to how vital this nest is and how disastrous it would be for Marines to find and destroy it, it is recommended to put it in the most secluded and secure location available. Nothing prevents you from making smaller nests closer to the action, but it could mean that the hosts manage to escape if the nesting area is pushed upon by the Marines.&lt;br /&gt;
&lt;br /&gt;
If this is your first time as an Alien, check the [http://cm-ss13.com/wiki/Xeno_Quickstart_Guide Xeno Quickstart Guide]. Here are additional tips:&lt;br /&gt;
* Speak in Hivemind by using &#039;&#039;&#039;:q&#039;&#039;&#039; or &#039;&#039;&#039;;&#039;&#039;&#039; before your message. Example: Say &#039;&#039;&amp;quot;:q My life for the Queen!&amp;quot;&#039;&#039; or &#039;&#039;&amp;quot;; My life for the Queen!&amp;quot;&#039;&#039;  instead.&lt;br /&gt;
* You are a manifestation of the Queen&#039;s will. Follow her orders or die trying. If the orders appear to break server rules, you should warn the admins.&lt;br /&gt;
* Grow the Hive. Gather together any hosts (living monkeys and humans) and bring them to the nest to incubate more Larvae.&lt;br /&gt;
* Weeds are paramount to you. While off weeds, your plasma will regenerate very slowly and you will not heal. If you do need to stray off weeds, remember this dearly, do not get caught exhausted and badly wounded far from weeds. Keep in mind that to heal at a fast, steady rate on weeds you need to be resting as if you stand while on weeds to heal you&#039;ll heal significantly slower.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Alien Castes ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 0 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Drone.png|64px|link=Lesser Drone]]&amp;lt;br&amp;gt;[[Lesser Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Support the hive by plugging gaps where needed, moving hosts, saving the larger castes or charging the enemy to delay their advance.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 160&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 300&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Facehugger.png|64px|link=Facehugger]]&amp;lt;br&amp;gt;[[Facehugger]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Infect hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 35&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Larva.png|64px|link=Larva]]&amp;lt;br&amp;gt;[[Larva]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scurry and hide away from danger and evolve into a more suitable alien .&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 1 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;As soon as your Larva has matured, you will be able to choose between the four initial Alien castes: Drone, Runner, Defender, and Sentinel. 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 sheer quantity and potential to quickly replace their fallen sisters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Drone.png|128px|link=Drone]]&amp;lt;br&amp;gt;[[Drone]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Build the Hive and expand it with new weed nodes. Support fellow Aliens with your pheromones. Occasionally plant weeds aggressively to support pushes. Use your acid to destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Runner.png|128px|link=Runner]]&amp;lt;br&amp;gt;[[Runner]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Scout for the Hive. Harass and ambush Marines, especially lone wolves. Flank positions during sieges and stand-offs. Gather hosts.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 230 &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0 &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Sentinel.png|128px|link=Sentinel]]&amp;lt;br&amp;gt;[[Sentinel]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Provide ranged support in combat by stunning foes from afar. Use your acid to destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Defender.png|128px|link=Defender]]&amp;lt;br&amp;gt;[[Defender]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Fight on the frontlines. Take advantage of your armored crest to survive hails of gunfire, then disrupt Marines with your offensive abilities. Protect your backline sisters from flankers when necessary.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 100&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 35&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 2 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;After a while as a Tier 1 Alien, you will build up evolution until you are finally able to advance. There, depending on the Hive&#039;s size and existing higher tier Aliens, you may be able to Evolve on the spot, or have to wait for another spot to free up, continuing to Upgrade in your current caste in the meantime. Whatever the case, you will no doubt see yourself becoming one of these castes should you stay alive long enough.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Carrier.png|128px|link=Carrier]]&amp;lt;br&amp;gt;[[Carrier]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Carry huggers around, allowing the Hive to impregnate new hosts on the move. Use pheromones to assist fellow Aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Burrower.png|128px|link=Burrower]]&amp;lt;br&amp;gt;[[Burrower]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Lay the foundations for resin traps in strategic locations or the Hive&#039;s flanks. Flank your way around the map with the tunnel ability and dig tunnels to allow for quick transportation of fellow Aliens from the hive to the frontlines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 600&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Hivelord.png|128px|link=Hivelord]]&amp;lt;br&amp;gt;[[Hivelord]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| 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.&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 550&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Xenoid Lurker.png|128px|link=Lurker]]&amp;lt;br&amp;gt;[[Lurker]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Become the ultimate ambusher. Stalk behind the frontlines and on flanks, wound, capture and kill unsuspecting Marines. Harass support personnel.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 450&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Warrior.png|128px|link=Warrior]]&amp;lt;br&amp;gt;[[Warrior]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Fight on the frontlines. Disable and capture lone prey. Punish reckless Marines by flinging them into Alien backlines. Act as one of the Hive&#039;s main line combatants.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Spitter.png|128px|link=Spitter]]&amp;lt;br&amp;gt;[[Spitter]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| 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 destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 550&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 600&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 15&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 3 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;While you can rapidly access Tier 3 by evolving again, it is certainly a serious responsibility. There will usually only be one or two of each of these castes in every Hive, and their loss can throw the Hive into disarray. If you do decide to Evolve, wield your new power carefully. Remember that even Tier 3 Aliens can quickly die if not being careful.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Boiler.png|128px|link=Boiler]]&amp;lt;br&amp;gt;[[Boiler]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Bring the Hive&#039;s ranged combat castes to their maximum potential with long range acid bomb 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.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 20&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Crusher.png|128px|link=Crusher]]&amp;lt;br&amp;gt;[[Crusher]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Make use of your armoured crest and 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.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 700&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 400&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 30&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Boiler.png|128px|link=Despoiler]]&amp;lt;br&amp;gt;[[Despoiler]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| You are a quick, fast-paced, combo-oriented, and close-range fighter. Use your abilities to stack tiers of lingering acid to deal large amounts of damage over time.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Praetorian.png|128px|link=Praetorian]]&amp;lt;br&amp;gt;[[Praetorian]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Be a jack of all trades. Enjoy even stronger acid spits. Use the vast assortment of available strains to quickly fill in a role that your hive needs. Use your strong acid to quickly destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 800&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Alien-Ravager.png|128px|link=Ravager]]&amp;lt;br&amp;gt;[[Ravager]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Bring death to all that face you. Use a powerful, short range leap to get into the action, then hit multiple targets with your scissor cut. Hit and run and frontal assaults are your bread and butter, get used to taking damage and dealing it. You don&#039;t need to hide anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 300&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 4 Evolution&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Queen is in her own, informal category. Unlike all other Aliens, she will usually appear immediately at the start of a round, and her death will throw the Hive into disarray (if there is no Queen at the start of a round, a Drone will have to evolve into one). While she can be replaced, she is also unique, and should she go missing all other Aliens will be unable to evolve any further. If this goes on for too long, the Hive might very well rot away.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Abomination is also in its own, informal category. Since the Abomination requires a successfully infected and burst Hunter, the odds of encountering one are rather low. &#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Caste&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Role&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Queen.png|128px|link=Queen]]&amp;lt;br&amp;gt;[[Queen]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| 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 strong acid to quickly destroy equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Young Queen&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Matured Queen&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:GnarpPlaceholder.png|128px|link=Abomination]]&amp;lt;br&amp;gt;[[Abomination]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Use hit and run tactics against opposing Hunters and Marines. Gain more strength for every kill you make. Be fear incarnate against both the Hunters hunting you and the Marines.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 650&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 300&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 30&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:King.png|128px|link=King]]&amp;lt;br&amp;gt;[[King]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| Work In Progress.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:20%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Health: 1500&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma: 1000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor: 45&#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;
&#039;&#039;Maybe there are more than just the Aliens above... It&#039;d be best to find out their purpose and their evolutions for yourself. You&#039;ll know about them... one day.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event-Specific Alien Hives ==&lt;br /&gt;
For special events, Admins may spawn in Aliens of different hives that operate independently of the primary hive, with their own Queen and structure. This is like a Squad for Marines, but for Aliens. They are distinguished by name and color, with the names having prefixes like &amp;quot;Corrupted&amp;quot; &amp;quot;Alpha&amp;quot;, &amp;quot;Beta&amp;quot;, &amp;quot;Zeta&amp;quot;, and so on. Depending on the event, they may be tasked with helping the original hive, be sided with the humans as enslaved Aliens, or act as a third faction hostile to both.&lt;br /&gt;
&lt;br /&gt;
Their abilities are identical to normal Aliens and will function identically against humans. Most abilities, such as neurotoxin, will also affect other Aliens as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These Alien hives can appear in the normal play if they were able to be made through research or they must be spawned in by an Admin.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
&lt;br /&gt;
Rank or age is determined by time played.  The time to reach each rank is as followed.  Larva do not show maturation via playtime, instead differing on bloody larva to mature larva as they gain evolution points.&lt;br /&gt;
&lt;br /&gt;
*Mature: 10 hours&lt;br /&gt;
*Elder: 25 hours&lt;br /&gt;
*Ancient:  70 hours&lt;br /&gt;
*Prime: 175 hours&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Abomination&amp;diff=40408</id>
		<title>Abomination</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Abomination&amp;diff=40408"/>
		<updated>2026-03-31T04:31:35Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &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 4&lt;br /&gt;
|imagebgcolor = &lt;br /&gt;
|img = GnarpPlaceholder.png&lt;br /&gt;
|castetitle = Predalien&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Predalien Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = You are the ultimate hunter, listen to the queen and exterminate the headhunters and talls from your rightful hunting grounds.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
You are the Predalien, considered the ultimate lifeform composed of the Yautja DNA with the Aliens DNA, creating a strong beast. Kill talls and headhunters to increase your total strength. Headhunters will do their best to terminate you, seeing you as an abomination of a creature, not worthy of life, show them they&#039;re wrong.&lt;br /&gt;
&lt;br /&gt;
You are the fruition of the hive&#039;s great work to both impregnate a headhunter, and manage to restrain it, this means you are something the hive will want to keep around, after all, if you die, all the work your hive did to make you will be wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/XenoStats|name=Predalien|health=650|armor= 30|plasma= N/A|plasma_regeneration= N/A|minimum_slash_damage=35|maximum_slash_damage=40|claw_strength=3|evasion=0|speed=1.8|explosion_resistance=0}}&lt;br /&gt;
== Playing a Predalien ==&lt;br /&gt;
*Uniquely your abilities &#039;&#039;&#039;do not&#039;&#039;&#039; cost plasma, in fact you have none.&lt;br /&gt;
*You are still a member of the alien hive, work together with them and listen to your queen.&lt;br /&gt;
*Predaliens start off rather flimsy, you are not immune to flames or heavy explosions and have low health. Rely on the tankier members of the hive to soak up damage while you secure kills and grow in strength. Remember, you deal increased damage to Yautja, and your abilities have increased effects on them. &lt;br /&gt;
*Your roar can be used to both bring Yautja out of their cloak as they fire at you as well as giving you and your allies a damage and speed boost, allowing you and other xenos to close in and cause severe damage and finish them off.&lt;br /&gt;
*Remember, with each kill you gain your damage will also increase, capping off at 10 kills. This means you start off weak, but as you gain kills you will become stronger. &lt;br /&gt;
*Feral Rush gives you increased speed for 3 seconds and armor for 6. This can be used to charge at marine with your 3 seconds speed, then start the windup for your AoE Feral Frenzy, finally retreat back to safety as your armor wears off.&lt;br /&gt;
*Single Target Feral Frenzy&#039;s root will prevent any target from fleeing from you. This can be used to secure a kill or a capture.&lt;br /&gt;
*You have the potential to deal massive damage, but until you rack up your kill counter, it is best to play it safe. You being alive is always better than risking your life for one extra kill.&lt;br /&gt;
*Roar is great to counter any headhunters that attack you, but it is also a strong buff to assist the hive in a push. It pairs very well with the Queen&#039;s screech.&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;
!Abomination&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: You deal increased damage to [[hunters|headhunters]].&lt;br /&gt;
|-&lt;br /&gt;
!Trophy Hunting&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: For every kill you slash to death (ability kills &#039;&#039;&#039;do not count&#039;&#039;&#039;), you gain 2.5 slash damage, and permanently buff some of your abilities. This stacks up to 10 times for a maximum of an extra 25 slash 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. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Feral_Rush.png]]&amp;lt;br&amp;gt;Feral Rush&lt;br /&gt;
|Increases your armor by 10 points for 6 second and increases your speed by 0.8 (this is about a 20% speed increase) for 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roar.png]]&amp;lt;br&amp;gt;Roar&lt;br /&gt;
|Disables any motion detectors and cloaks near you. Grants 25 extra slash damage and 0.5 speed bonus (this is about a 13% speed bonus for you) to &#039;&#039;&#039;you&#039;&#039;&#039; and any friendly xenomorphs in range for 6 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Feral_Smash.png]]&amp;lt;br&amp;gt;Frenzy Smash&lt;br /&gt;
|Grabs somebody by the leg from up to 5 tiles away and smashes them to the ground. Deals 20 damage and this scales with your Trophy Hunter passive, 10 more damage per kill up to 120.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Feral_Frenzy.png]]&amp;lt;br&amp;gt;Feral Frenzy&lt;br /&gt;
|&#039;&#039;&#039;Single Target Mode:&#039;&#039;&#039; Root an adjacent target for 1 second, this prevents them from moving, but they can still use their hands. After a 1 second windup slice into your target dealing 25 damage (scales with your Trophy Hunter passive, 10 more damage per kill up to 110) and knock them down.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area of Effect Mode:&#039;&#039;&#039; After a 2 second windup perform a massive strike to &#039;&#039;&#039;all&#039;&#039;&#039; enemies within 2 tiles dealing 15 damage (scales with your Trophy Hunter passive, 10 more damage per kill up to 115) and knocking them down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldown 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Gutting.png]]&amp;lt;br&amp;gt;Toggle Gutting Type&lt;br /&gt;
|Switches which Feral Frenzy type you will use.&lt;br /&gt;
|-&lt;br /&gt;
{{Tail_Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Predalien Reminder==&lt;br /&gt;
Remember, headhunters will hate you and your existence, and will use every ability in their arsenal to end your existence, they might even work together with marines to kill you. Your abilities work better on headhunters, dealing increased damage to them. If you&#039;re being hit from an unknown source, use your roar, it might just be a pesky cloaked headhunter trying to kill you.&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:GnarpPlaceholder.png&amp;diff=40407</id>
		<title>File:GnarpPlaceholder.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:GnarpPlaceholder.png&amp;diff=40407"/>
		<updated>2026-03-31T04:30:59Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=40394</id>
		<title>Template:MarineSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=40394"/>
		<updated>2026-03-27T01:03:45Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;45%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; align=&amp;quot;right&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 10 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | Surgery || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;55%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | JTAC|| width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{navigation}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{execution}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Research|| width=&amp;quot;20%&amp;quot; | Navigation|| width=&amp;quot;20%&amp;quot; | Execution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|endurance=5&lt;br /&gt;
|medical=4&lt;br /&gt;
|jtac=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|engineering=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|leadership=3&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|melee=2&lt;br /&gt;
|piloting=2&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|research=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|navigation=1&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;
|fireman=5&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=40393</id>
		<title>Template:MarineSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=40393"/>
		<updated>2026-03-27T00:59:28Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;45%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 10 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | Surgery || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;55%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | JTAC|| width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{navigation}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{execution}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Research|| width=&amp;quot;20%&amp;quot; | Navigation|| width=&amp;quot;20%&amp;quot; | Execution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|endurance=5&lt;br /&gt;
|medical=4&lt;br /&gt;
|jtac=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|engineering=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|leadership=3&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|melee=2&lt;br /&gt;
|piloting=2&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|research=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|navigation=1&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;
|fireman=5&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=40392</id>
		<title>Template:MarineSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=40392"/>
		<updated>2026-03-27T00:58:05Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 10 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | Surgery || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | JTAC|| width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{navigation}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{execution}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Research|| width=&amp;quot;20%&amp;quot; | Navigation|| width=&amp;quot;20%&amp;quot; | Execution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|endurance=5&lt;br /&gt;
|medical=4&lt;br /&gt;
|jtac=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|engineering=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|leadership=3&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|melee=2&lt;br /&gt;
|piloting=2&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|research=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|navigation=1&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;
|fireman=5&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=40391</id>
		<title>Template:MarineSkills</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:MarineSkills&amp;diff=40391"/>
		<updated>2026-03-27T00:56:57Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: This is too wide, so rebalance the loooooad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 5 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Elite&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Trained&lt;br /&gt;
| {{#ifexpr: {{{cqc}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{endurance}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{fireman}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | || width=&amp;quot;30%&amp;quot; | CQC|| width=&amp;quot;30%&amp;quot; | Endurance|| width=&amp;quot;30%&amp;quot; | Fireman Carry&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 10 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{medical}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{surgery}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{construction}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{engineering}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;25%&amp;quot; | Medical || width=&amp;quot;25%&amp;quot; | Surgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;bottom&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 4 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! Expert&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 3 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{jtac}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{leadership}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{vehicles}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Construction || width=&amp;quot;20%&amp;quot; | Engineering || width=&amp;quot;20%&amp;quot; | JTAC|| width=&amp;quot;20%&amp;quot; | Leadership|| width=&amp;quot;20%&amp;quot; | Vehicles&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:13em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specially Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 2 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{firearms}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{police}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{powerloader}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{melee}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{piloting}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{domestic}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{intel}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Firearms|| width=&amp;quot;20%&amp;quot; | Police || width=&amp;quot;20%&amp;quot; | Powerloader || width=&amp;quot;20%&amp;quot; | Melee || width=&amp;quot;20%&amp;quot; | Piloting || width=&amp;quot;20%&amp;quot; | Domestic|| width=&amp;quot;20%&amp;quot; | Intel&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Trained&lt;br /&gt;
| {{#ifexpr: {{{research}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{navigation}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{execution}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;20%&amp;quot; | Research|| width=&amp;quot;20%&amp;quot; | Navigation|| width=&amp;quot;20%&amp;quot; | Execution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;80%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height:9em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! | Trained&lt;br /&gt;
| {{#ifexpr: {{{smartgun}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  |&lt;br /&gt;
| {{#ifexpr: {{{rpg}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m4ra}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m42a}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m92}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
| {{#ifexpr: {{{m420t}}} &amp;gt;= 1 | style=background-color:#B0CF94 | }}  | &lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | || width=&amp;quot;15%&amp;quot; | Smartgun || width=&amp;quot;15%&amp;quot; | M5-RPG || width=&amp;quot;15%&amp;quot; | M4RA Battle Rifle || width=&amp;quot;15%&amp;quot; | M42A Scoped Rifle || width=&amp;quot;15%&amp;quot; | M92 Grenade Launcher || width=&amp;quot;15%&amp;quot; | M240-T Incinerator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|endurance=5&lt;br /&gt;
|medical=4&lt;br /&gt;
|jtac=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|engineering=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|leadership=3&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|melee=2&lt;br /&gt;
|piloting=2&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|research=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|navigation=1&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;
|fireman=5&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=40390</id>
		<title>Pilot Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=40390"/>
		<updated>2026-03-27T00:53:27Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Your Skillset */&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 = Pilot.png&lt;br /&gt;
|jobtitle = Pilot Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Auxiliary Support Officer]]&lt;br /&gt;
|unlock = Two hours as [[Dropship Crew Chief]]&lt;br /&gt;
|duties = Pilot and maintain the dropships.&lt;br /&gt;
|guides = Located at the bottom of the page.&lt;br /&gt;
|description = Your job is to fly, protect, and maintain the ship&#039;s dropship.&lt;br /&gt;
While you are an officer, your authority is limited to the dropship, where you have authority over the enlisted personnel.&lt;br /&gt;
If you are not piloting, there is an autopilot fallback for command, but don&#039;t leave the dropship without reason.&lt;br /&gt;
&lt;br /&gt;
As the pilot officer you answer to the auxiliary support officer and the acting commander. Special circumstances may change this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We&#039;re in the pipe, five by five.&amp;quot;&#039;&#039; ― Cpl. Ferro, Aliens&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pilot Officer&#039;&#039;&#039;, is split into two roles; Dropship Pilot and Gunship Pilot, as the name indicates, pilots the ships of [[USS Almayer]]. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their AUD-25 dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July. Either can take on the others role should they be unavailable to do so.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Congratulations lieutenant! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;). Your Pilot&#039;s Bunks (east of CIC), and your Office (north of lower medbay and directly east of the pilot workshop), should have everything you need for the mission, &#039;&#039;&#039;If you&#039;re going somewhere cold, grab a coif!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two dropships assigned to the piloting team at the hangar are the &#039;&#039;&#039;Alamo&#039;&#039;&#039;, and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;, Both can go to any Landing Zone(LZ). They can fly two different kinds of missions: &#039;&#039;&#039;Transport&#039;&#039;&#039; and &#039;&#039;&#039;Fly By&#039;&#039;&#039;. The &#039;&#039;&#039;Alamo&#039;&#039;&#039; is conventionally the Dropship, and the &#039;&#039;&#039;Normandy&#039;&#039;&#039; the Gunship. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, You can also ask the engineering department(&#039;&#039;&#039;:n&#039;&#039;&#039;) to give you a hand and help you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attaching the parts and loading weapons==&lt;br /&gt;
&lt;br /&gt;
To attach modules onto your dropship, you will first need to know how to operate a cargo loader. To board this iconic piece of hardware, simply drag your sprite onto it. Now, only people who are trained in the powerloaders skill can board and operate a cargoloader. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notice how you have 2 clamps on that thing? That means you can hold 2 items at the same time without having to drop anything. To pick up a module, weapon or ammunition, simply click on it with an empty clamp and you will collect it with your loader. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
*To install the module, click on one of the available slots on the dropship that corresponds to the module type with the module in your clamp to install it.&lt;br /&gt;
----&lt;br /&gt;
*To load ammunition into a module you need to click on the installed weapon with its corresponding ammunition type in the clamp to load it. To drop a module, simply click on an empty tile next to you. &#039;&#039;&#039;You can additionally combine ammunition by having both stacks of ammo in both clamps of the powerloader, and then just clicking on the other clamp holding one set of ammunition to combine them.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
*To remove a weapon from a slot, simply click on the weapon or the slot that it&#039;s in with an empty clamp.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Different Mounting Points===&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;Mounting Point:&#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; |&amp;lt;center&amp;gt;[[File:engine.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Engine Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Install Engine Attachments here: Fuel Enhancers and the Cooling System.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:support.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Support Equipment Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Install Support equipment here: Medevac System, the Fulton Recovery System and optionally a machine gun or a sentry.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:weapon1.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapon Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Install Weapon Mounts here: LAU-444 Guided Missile Launcher, LAU-229 Rocket Pod, GAU-21 &#039;Rattler&#039; 30mm Cannon, LWU-6B Laser Cannon, A/A-32-P Sentry Defense System, and the MTU-4B Door Gunner Hardpoint System.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:electronic.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Electronics Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Install Weapons on the OUTER fitting and Electronics on the INNER fitting. Same Weapons as on the other mounting point. The Electronics are: Spotlight, Targeting System and the Landing Zone Detector System.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Essentials of Piloting=&lt;br /&gt;
&lt;br /&gt;
The lions&#039; share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:&lt;br /&gt;
----&lt;br /&gt;
*The &#039;&#039;&#039;camera console&#039;&#039;&#039; on the left allows you to watch over the dropship&#039;s cameras as well as any extra sights provided by the installable LZ detector system, which allows you to see where will you inevitably land.&lt;br /&gt;
----&lt;br /&gt;
*The &#039;&#039;&#039;flight console&#039;&#039;&#039; in the middle lets you launch the dropship, toggle the flight mode between transport and fly-by, and lock the shutters and doors. It also lets you &#039;&#039;optimize the flight path&#039;&#039; - only available to trained pilots like you - to cut down on transport and cooldown time at no cost.&lt;br /&gt;
----&lt;br /&gt;
*The &#039;&#039;&#039;weapons console&#039;&#039;&#039; at the right allows you to fire externally mounted weapons and deploy sentries and paradrop marines to locations designated by a laser designator or signal flare. In the case of firing weapons, both via fire mission or direct fire, you are able to use a camera to view the area you are interested in firing upon before you commit to firing if there is no opaque roofing over head. If there is opaque roofing over head, the camera may not see anything at all. The console is also where you activate the fulton recovery module, Medevac winch, and deploy external hardpoint mounted sentry guns.&lt;br /&gt;
----&lt;br /&gt;
So with that in mind, what are the differences between your two flight modes, &#039;&#039;&#039;transport&#039;&#039;&#039; and &#039;&#039;&#039;flyby&#039;&#039;&#039;? Well, in short, &#039;&#039;&#039;transport mode&#039;&#039;&#039; lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns, while &#039;&#039;&#039;flyby&#039;&#039;&#039; mode lets you use the most deadly weaponry you can load, but your dropship will only return to where it launched from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Transport&lt;br /&gt;
!Flyby (&amp;quot;Close Air Support and Med Evac&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
!Where does the dropship go?&lt;br /&gt;
|Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer.&lt;br /&gt;
|Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
!Which weapons and utilities can the dropship use mid-air?&lt;br /&gt;
|GAU-21 30mm Cannon, LWU-6B Laser Cannon, RMU-19 Fulton Recovery System, and RMU-4M Medevac System.&lt;br /&gt;
|All weapons that are available to you at the printer.&lt;br /&gt;
|-&lt;br /&gt;
!How long does the dropship stay in the air?&lt;br /&gt;
|Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible.&lt;br /&gt;
|Also depends on the engine upgrade which extends your flight time by a good bit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Close Air Support=&lt;br /&gt;
&lt;br /&gt;
==The Weapons Control Console== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The console has a dual &#039;Multi Function Display&#039; system so you have have two screens side by side using them both at the same time. The buttons themselves are multi function and will change depending on the Menu selected. &lt;br /&gt;
===Main Menu===&lt;br /&gt;
[[File:CAS-BaseFCMenu.png|980px]]&lt;br /&gt;
&lt;br /&gt;
This is the main menu. Any Exit buttons will return you to this Menu.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; - EQUIP - Equipment: All the modules and weapon systems loaded onto the dropship can be accessed here. Including Direct Firing weapons, activating sentries, using the Fulton, targeting Medevacs, and locking Paradrop JIMA flag/flares/lases.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0026FF&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; - F-MISS - Fire Mission: Viewing, editing, creating and deleting Fire Mission configurations.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - TARGET - Targeting: Direct firing Weapons, configuring attack runs, and selecting target JIMA flag/flares/lases. Selecting a target for paradrop must also be done using TARGET.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - MAPS - TacMap: Displays a live TacMap.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - CAMS - Cameras: Allows you to view a Target JIMA flag/flare/lase/Medevac Bed. (You can check your camera to see if the target is underground)&lt;br /&gt;
----&lt;br /&gt;
===Equipment Menu===&lt;br /&gt;
[[File:CAS-EquipMenu.png|908px]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - External Hardpoints: Any module or weapon placed externally can be interacted/Fired from here.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Internal Hardpoints: Any module placed internally can all be interacted with from here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;That whilst you can target the Medevac from this console you still have to go to the module to activate the winch&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Target Menu===&lt;br /&gt;
Also shown is the viewing screen for a configured Fire Mission. Focus on the right hand side screen for the Target Menu.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-TargetMenu.png|908px]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; - Offset Calibration: Allows you to change the offset in X(East:+ and west:-) and Y(North:+ and South:-) With a maximum offset of 12. &#039;&#039;I.E 2,-4 Would be two tiles east of the laser, and four south of the laser&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0026FF&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; - VECTOR - Attack Vector: Allows you to select the direction to attack &#039;&#039;&#039;TOWARD&#039;&#039;&#039; &#039;&#039;I.E: The end of the attack will be East of the initial starting point if East is selected.&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - STRIKE - Strike Mode: Allows you to select the attack mode from Direct Weapon or Fire Mission&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - FIRE - Fires your Weapon(s) in the current configuration if the Guidance computer is complete and &#039;&#039;&#039;READY&#039;&#039;&#039;.&lt;br /&gt;
==Direct Bombardment==&lt;br /&gt;
&lt;br /&gt;
Direct bombardment is using only one weapon at a time and firing at lazes and signal flares. To be able to do so select Targets, then Strike, then Weapon, and then the weapon you wish to use. Alternatively you can use the Equipment Menu, and select the weapon from there. Finally select fire to initiate the attack. There is a delay between firing on the target and impact. Before impact, there will be a flashing green dot highlighting where the payload will land for a brief moment. Once it&#039;s gone, the payload will reach its target.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve fired your payload, there will be a short cool down before you&#039;re able to fire again.&lt;br /&gt;
All weapons can fire using direct bombardment and certain munitions can only be fired using direct bombardment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Important Note: Offsets do not function using Direct Bombardment!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Direct Bombardment Using the Strike Menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|[[File:CAS-TargetMenu.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Select &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - STRIKE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-StrikeMenuBase.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Switch the mode to &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Weapon &lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-TargetDirectWeapons.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Select the &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Weapon you want to use for the Direct Bombardment.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-TargetMenu.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Finally you can &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - FIRE the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-TargetConfigured.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Note:&#039;&#039;&#039; you may need to set a &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Vector before the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Guidance Computer reads ready to fire as it must have a Vector and a Target to be Complete and &#039;&#039;&#039;READY&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Direct Bombardment Using the Equipment Menu&#039;&#039;&#039;&lt;br /&gt;
| Select a &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Weapon from the Equipment Menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-EquipMenu.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
Then select a &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Target from the right hand side of the screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-EquipDirect.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
And Finally hit the &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; Fire button to initiate the attack.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Mini-Rockets can not be fired using Direct Bombardment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fire Missions==&lt;br /&gt;
&lt;br /&gt;
Fire Missions are pre-made air strikes designed to fire in one direction that cover a configurable area. They allow the pilot to unleash a full arsenal of weapons on any targets that are near a laser/flare or JIMA flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have access to a special channel primarily dedicated to coordinating with the ground troops who are able to ask for airstrikes. These include Squad Leaders, Fireteam Leaders, Scout Specialist and any one who has a JTAC encryption key. Use &#039;&#039;&#039;:j&#039;&#039;&#039; to talk in that channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fire missions can only be used on flyby.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Larger missiles like the AGM-99 &#039;Napalm&#039; can not be fired in a Fire Mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| And you will see this &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Error in the Fire Mission Editor&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-FMNapalmLoad.png|980px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Configuring a Fire Mission===&lt;br /&gt;
&lt;br /&gt;
====Naming the Fire Mission====&lt;br /&gt;
[[File:CAS-FMMenu.png|980px]]&lt;br /&gt;
&lt;br /&gt;
The first step in making a Fire Mission is to name it, click in the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE - TEXT BOX&amp;lt;/span&amp;gt; and hit Enter to save it or use the Save button. For any button actions the name will appear as FM#Number, but will be visible in the Target menu to verify you have the selected the correct one.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-SavingFM.png|980px]]&lt;br /&gt;
&lt;br /&gt;
Once you have created the Fire Mission you&#039;ll see it in the list and be able to select it either on the left or right side depending on how many you have made.&lt;br /&gt;
Shown above is the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE SAVE Button&amp;lt;/span&amp;gt; if you don&#039;t want to press enter to finish naming your Firemission&lt;br /&gt;
And one example of a &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Fire Mission Button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;If you somehow make lots of Fire missions there will be arrows to scroll the right hand side buttons through them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; for scrolling up. &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; for scrolling down.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-ScrollingFMs.png|980px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====Editing the Fire Mission====&lt;br /&gt;
Now that you have selected a Fire Mission from the Menu, you&#039;ll be greeted with the Overview of that Fire Mission. As it&#039;s just created it will be empty. But will show you the Weapons equipped and their ammo state.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-ViewingFM.png|980px]]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; - DELETE: Deletes the current selected Fire Mission&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0026FF&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; - F-MISS - Fire Mission: Returns to the list of Fire Missions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - EDIT: Allows you to edit when and where the weapons will fire.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - EXIT - An example of the Exit button that will exit to the main menu.&lt;br /&gt;
&lt;br /&gt;
To setup our Fire Mission you&#039;ll need to click on EDIT. And be greeted with the following screen.&lt;br /&gt;
----&lt;br /&gt;
[[File:CAS-FMWeaponLayout.png|980px]]&lt;br /&gt;
&lt;br /&gt;
From this screen you need to select the &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Weapons you are configuring for the Fire Mission.&lt;br /&gt;
----&lt;br /&gt;
This will prompt a slightly different screen where you can configure the Gimbal of the weapons for each step of the Fire Mission.&lt;br /&gt;
[[File:CAS-FMLeftsideWeapon.png|980px]]&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Weapon Information: The currently selected Weapon. The Number of that weapon, 1 to 4, Starting from the port wing, going from left to right hardpoint wise. It&#039;s ammo state, it&#039;s gimbal limits determined by if it&#039;s on the port or starboard side. &#039;&#039;(Left: Port, Right: Starboard. This is relative to the front of the ship, I.E Starboard on the Almayer is North/Up)&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
=====The Gimbal=====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;The Gimbal will flip as seen below going from port to starboard or vice versa to represent the which side the weapon is on.&#039;&#039;&lt;br /&gt;
[[File:CAS-FMRightSideWeapon.png|980px]]&lt;br /&gt;
&lt;br /&gt;
Each Fire Mission has a maximum step count of 12. On each step you can fire a weapon by selecting the Gimbal you want to fire said weapon at. Different weapons have different fire delays, which will control how many times you can fire it in one Fire Mission, ammo usage is also a consideration, even ammo usage. &lt;br /&gt;
&#039;&#039;Using half on one Fire Mission run and the other half on the next is a tactic you can use to keep yourself airborne longer before you need to re-arm.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Imagine this 12 count step as a straight line from the start of the fire mission, and on each step you can step out to the side to a maximum of 6 steps away from the center. Using this you choose where your weapons will strike. There is an additional visual explanation below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Visual Gimbal Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;An example of how Fire Missions works with a Mini-Rockets, would follow like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-GimbalExample.png]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
The numbers on the image above shows the off sets for the Mini-Rockets. The numbers shown in this image will offset the direction of the impact point.&lt;br /&gt;
For example: The image above shows 5 - - 4 - - 1 - - 3 - -. This means if you are firing NORTH of your target, the impact point will be EAST 5 tiles away from the center. And the next one will be EAST 4 tiles away from the center etc. Zero will be directly in the center of the line.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would technically be visualized like this:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS_Menu_2_2.2.png]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Circles&#039;&#039;&#039;&amp;lt;/span&amp;gt; indicate the impact points of where the fire mission will land in theory, at the target. Each red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;circle&#039;&#039;&#039;&amp;lt;/span&amp;gt; corresponds with the example Mini-Rocket fire mission. Using a negative number would flip the red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;circles&#039;&#039;&#039;&amp;lt;/span&amp;gt; onto the negative side.&lt;br /&gt;
|}&lt;br /&gt;
You just need to select the Numbers from the &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Box, and it will update with the Fire Delay blocking out the steps you can&#039;t shoot on with &#039;&#039;&#039;[WEAPON BUSY]&#039;&#039;&#039;. You can select the &#039;&#039;&#039;[-]&#039;&#039;&#039; to reset that step to have the weapon not fire, if you need to have it fire somewhere else.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Fire Delay Examples + Ammo usage Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-FMPingPong.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-FMSequential.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Above you can also see &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Ammo usage per run indicating that it would need to be reloaded after just one run because the remaining 2 Rockets aren&#039;t enough for the full fire mission. If there&#039;s not enough ammo for a full Fire Mission it will refuse to Fire.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Executing Fire Missions===&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve created your fire mission, move to the STRIKE menu, set it to Fire Mission mode, select your Fire Mission and wait for JTAC to call in some air support. Make sure you&#039;re launching in &#039;&#039;&#039;Fly-By&#039;&#039;&#039; mode to be able to use those fire missions.&lt;br /&gt;
&lt;br /&gt;
Be mindful of the ammunition you have remaining. You won&#039;t know you don&#039;t have enough ammo to complete a Fire Mission until you attempt one and you get a warning that one or more of your weapons doesn&#039;t have enough ammo to complete it. So you will need to keep an eye on you ammo, through either the Equipment screen or the Fire Mission overview screen of a selected Fire Mission.&lt;br /&gt;
&lt;br /&gt;
Refer back to the [[#Target Menu|Target Menu]] for coverage of the initial Menu.&lt;br /&gt;
&lt;br /&gt;
====Strike Mode: Fire Mission====&lt;br /&gt;
[[File:CAS-StrikeMenuFM.png|980px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - The list of Fire Missions to choose from, arrows will be made available if there are many Fire Missions already made.&lt;br /&gt;
&lt;br /&gt;
For a Fire Mission to be ready to fire the Guidance Computer must read &#039;&#039;&#039;READY&#039;&#039;&#039;. So you&#039;ll need to do more than just select your Fire Mission.&lt;br /&gt;
You&#039;ll at least need; a Vector: the direction your attack is going, and a Target: a flare,laser, or JIMA flag to originate the attack from.&lt;br /&gt;
====Vector====&lt;br /&gt;
[[File:CAS-VectorSelection.png|980px]]&lt;br /&gt;
 &lt;br /&gt;
After selecting Vector you&#039;ll be greeted with the options of the four cardinal direction &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - North, East, South and West. This option dictates where the in which direction the Dropship will attack toward. And isn&#039;t tied to the offset. So you can be offset west but attack to the east, covering ground you offset past. This gives you a lot of flexiblity together with Offsets to strike a wide area near a CAS signal.&lt;br /&gt;
----&lt;br /&gt;
====Offset====&lt;br /&gt;
For better effectiveness you&#039;ll also want an offset, you can view where your attack will start with the camera as long as it&#039;s not pitch-black, unless you have the Night Vision upgrade &#039;&#039;(Ask Research)&#039;&#039; or deep underground. The Offset allows you to move the Fire Mission away from the origin point a maximum of 12 tiles away in any two directions &#039;&#039;(Given that you can&#039;t offset both south and north because you can&#039;t duplicate yourself)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the arrows to offset in that direction.  &lt;br /&gt;
&lt;br /&gt;
[[File:CAS-OffsetX.png|980px]]&lt;br /&gt;
&lt;br /&gt;
East&#039;&#039;(Positive numbers)&#039;&#039; is &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Right, and West&#039;&#039;(Negative numbers)&#039;&#039;is &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Left. In this &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - Example it is offset 5 Tiles East of the origin.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-OffsetY.png|980px]]&lt;br /&gt;
&lt;br /&gt;
North&#039;&#039;(Positive numbers)&#039;&#039; is &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Up, South&#039;&#039;(Negative numbers)&#039;&#039; is &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Down. In this &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - Example it is offset 5 Tiles South of the origin.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-OffsetReset.png|980px]]&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Center button is for resetting the offset to 0, 0. Thus having no offset. &lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Offset Camera Examples&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-ViewingCameraNoOffset.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| In the example above you can see &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Offset is 0, 0 No offset. And the camera is centered on the origin point the flare. This is were the Fire Mission would originate from if it was Step 0. But there is no Step 0 so it will start right next to it in the Vector direction.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-ViewingCameraSmallOffset.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| In the example above you can see &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Offset is -5, 4 This is the 5 tiles West and four North, and we can see the flare to the south east of the center of the view in the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Camera view.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-ViewingCamera.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| In the example above you can see &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Offset is -12, 12 This is the furthest West and North you can go, and we can no longer see the flare in the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Camera view.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Both Vector and Offset do not reset after a completed FM so you will need to change them if needed for a new attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;If the signal is under a metal ceiling or underground, you&#039;ll still be able to execute the fire mission and see the damage you caused when the fire mission is under way. But if it&#039;s deep underground, you won&#039;t be able to see anything or fire at all, yet still be able to Execute it without firing a single shot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Target Selection====&lt;br /&gt;
The last component to discuss is the Target &lt;br /&gt;
[[File:CAS-TargetFullyConfigured.png|980px]]&lt;br /&gt;
&lt;br /&gt;
The right hand side buttons are &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Targets available to select they will come with a Squad letter A,B,C,D,E,F or sometimes X for command or auxiliary depending on who threw it and a number to identify which target you want. JIMA Flags will start with J. If you&#039;re being called in by a JTAC Make sure you have the right signal selected.&lt;br /&gt;
Further verification of the right signal can be found with the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Location Name.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with your offsets and the Fire Mission you&#039;ve selected, your vector, offset are all configured to your and the JTACs requirements the &amp;lt;span style=&amp;quot;color:#0026FF&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; - Guidance Computer will read &#039;&#039;&#039;READY&#039;&#039;&#039;, and you can then execute your Fire Mission and watch your Camera to see the dropship unleash devastating firepower against anything in the strike zone. After the fire mission is completed, you&#039;ll return to a sub-orbital route that&#039;ll allow you to commence another fire mission provided you have the ammo and the time, or abort and land.&lt;br /&gt;
&lt;br /&gt;
=Example Weapon Loadouts=&lt;br /&gt;
It&#039;s important to keep in mind what weapons you have installed on the dropship as all 4 weapons usually combine into one set up, for more organized and increased damage, some commonly used CAS weapons choices are:&lt;br /&gt;
*4 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]]&lt;br /&gt;
*2 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]], 2 Guided Missile Launchers [[File:Rocket_Pod.png|16px]]&lt;br /&gt;
*2 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]], 1 Guided Missile Launcher [[File:Rocket_Pod.png|16px]], 1 Laser Cannon [[File:Laser.png|16px]] or GAU-21 30mm Cannon [[File:GAU.png|16px]]&lt;br /&gt;
*2 Rocket Pods [[File:Minirocket_Pod.png|24px]], 2 Laser Cannons [[File:Laser.png|16px]] or GAU-21 30mm Cannons [[File:GAU.png|16px]]&lt;br /&gt;
Each weapon has a different cool down on how fast you can fire it in firemission. Listed below will tell you the cool downs of each weapon available:&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Cool down:&#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;Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Missile Launcher is a single shot weapon that can be placed anywhere on the gimbal. But due to it having only one missile available in the pod, you&#039;re going to need to reload it for every time you fire it.&lt;br /&gt;
&#039;&#039;&#039;Fires only one Missile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire.&#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;Mini-Rocket Pod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Mini-Rocket Pod has the ability to fire multiple small explosive rockets at a target. But they have a small cool down of two spaces.&lt;br /&gt;
&#039;&#039;&#039;Fires 1 Mini-Rocket, per step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, wait, fire.&#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;GAU-21 &#039;Rattler&#039; 30mm Cannon&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The GAU is an effective weapon that will be able to clear out large  areas as well as do plenty of damage on a target. It has the smallest cool down (barring the rocket pod) which allows you to fire in quick succession against a target.&lt;br /&gt;
&#039;&#039;&#039;Fires 20 rounds per step and 40 rounds with the Anti Tank rounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, fire.&#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;LWU-6B Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Laser Cannon is the most effective weapon available to the gunship pilots. It is perfectly suitable for the use of fire missions as it will shoot a line of extremely damaging fire against the target. But this weapon has the longest cool down of them all. Having to wait 3 steps before you can fire again, this weapon has a trade off of being extremely powerful for having a long cool down.&lt;br /&gt;
&#039;&#039;&#039;Fires 10% of the battery&#039;s power per step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, wait, wait, fire.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
=Dropship Weapons and Modules=&lt;br /&gt;
&lt;br /&gt;
The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. Some of these systems are available in the repair bay at the north of the hangar, with ammo for the weapons to be printed from the dropship fabricator.&lt;br /&gt;
&lt;br /&gt;
Simply climb into a powerloader (&#039;&#039;click-drag yourself onto it, or right click -&amp;gt; enter powerloader&#039;&#039;), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (Rockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there&#039;s already expended ammo inside, just take it out with an empty clamp. Finally for the engine upgrades, simple click on the engine attachment point with said upgrade and you&#039;ll install it easily.&lt;br /&gt;
&lt;br /&gt;
There is also a matrix upgrade for your camera, an upgrade that only the research department can create for you which gives you night vision or extended field of view. Ask them to learn more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attachable Weapon and Utility Systems==&lt;br /&gt;
If you want to pimp your ride, the USCM&#039;s got nothing but the best and most dangerous armaments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;150&amp;quot; |Attachable Weapon System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rocket_Pod.png|64px]]&amp;lt;br&amp;gt;LAU-444 Guided Missile Launcher&lt;br /&gt;
|&amp;quot;If it ain&#039;t broke, don&#039;t fix it&amp;quot;. A time-tested delivery system that&#039;s been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&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:Widowmaker_Rocket.png|64px]]&amp;lt;br&amp;gt;AIM-224B&amp;lt;br&amp;gt;&#039;Widowmaker&#039;&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 300/40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 3 seconds&lt;br /&gt;
|One of the larger rockets, the Widowmaker is packed with high-grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Keeper_Rocket.png|64px]]&amp;lt;br&amp;gt;GBU-67&amp;lt;br&amp;gt;&#039;Keeper II&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 450/100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 2 seconds&lt;br /&gt;
|A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP missile. While a direct hit obliterates armoured foes, don&#039;t expect it to be useful against large groups of hostiles due to its small area of effect.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banshee_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-227&amp;lt;br&amp;gt;&#039;Banshee&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 175/20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 4/15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|The Banshee will scream &amp;quot;Welcome to Vietnam&amp;quot; for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;BLU-200&amp;lt;br&amp;gt; &#039;Dragons Breath&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 4/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 5 seconds&lt;br /&gt;
|If the Banshee wasn&#039;t hot enough for you, the BLU-200 Dragons Breath trades all of its explosive power for raw fire. &#039;&#039;&#039;Due to its thermobaric nature, it will pull in any target close to the blast.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Napalm_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-99&amp;lt;br&amp;gt;&#039;Napalm&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 6/60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|The XN-99 &#039;Napalm&#039; is an incendiary rocket used to engulf areas in giant fireballs. Exploding in a 9x9 fire ball, not much can survive the ensuing firestorm. &#039;&#039;&#039;Can not be fired during a Fire Mission. Must be fired using direct bombardment.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Harpoon_Rocket.png|80px]]&amp;lt;br&amp;gt;AGM-184&amp;lt;br&amp;gt;&#039;Harpoon&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 150/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 5 seconds&lt;br /&gt;
|The AGM-84 Harpoon is an Anti-Ship Missile, designed and used to effectively take down enemy ships with a huge blast wave with low explosive power. This one is modified to use ground signals.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;SM-17&amp;lt;br&amp;gt;&#039;Fatty&#039;&lt;br /&gt;
|The SM-17 &#039;Fatty&#039; is a special ordnance rocket. Nicknamed &#039;Fatty&#039; for its slow velocity and large payload, which splits into a large cluster of devastation preceded by a single centered hit. &#039;&#039;&#039;Can not be fired during a Fire Mission. Must be fired using direct bombardment.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_Pod.png|64px]]&amp;lt;br&amp;gt;LAU-229 Rocket Pod&lt;br /&gt;
|Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&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;
! width=&amp;quot;120&amp;quot; |[[File:Minirocket_Stack.png|64px]]&amp;lt;br&amp;gt;AGR-59 &#039;Mini-Mike&#039;&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 8 seconds&lt;br /&gt;
|A pack of 6 laser guided minirockets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_incin_Stack.png|64px]]&amp;lt;br&amp;gt;AGR-59-I &#039;Mini-Mike&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 3/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 8 seconds&lt;br /&gt;
|A pack of 6 laser guided incendiary minirockets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:GAU.png|64px]]&amp;lt;br&amp;gt;GAU-21 &#039;Rattler&#039; 30mm Cannon&lt;br /&gt;
|Military men and women know that the best solution for when brute force doesn&#039;t work, is to apply even more excessive amounts of brute force. The &#039;Rattler&#039; system delivers bursts of 30mm rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&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;
! width=&amp;quot;100&amp;quot; |[[File:30mm_Ammo.png|64px]]&amp;lt;br&amp;gt;PGU-100 Multi-Purpose 30mm ammo crate&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 150/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Penetration&#039;&#039;&#039;: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 10 seconds&lt;br /&gt;
|PGU-100 30mm Multi-Purpose ammo designed to penetrate light (non reinforced) structures, and lightly armed targets. However, it lacks armor penetrating capabilities, for which Anti Tank 30mm ammo is needed. Contains 400 rounds per crate and uses 40 rounds per burst.&lt;br /&gt;
|-&lt;br /&gt;
![[File:30mm_Highvelocity_Ammo.png|64px]]&amp;lt;br&amp;gt;PGU-105 30mm Anti-tank ammo crate.&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 95/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Penetration&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|PGU-105 Specialized 30mm APFSDS Titanium-Tungsten alloy penetrators, made for countering heavily armoured targets. It is much less effective against soft targets however, in which case 30mm Multi-Purpose ammunition is recommended. Contains 400 rounds per crate and uses 30 rounds per burst&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser.png|64px]]&amp;lt;br&amp;gt;LWU-6B Laser Cannon&lt;br /&gt;
|The LWU-6B Laser Cannon has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&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;
! width=&amp;quot;100&amp;quot; |[[File:Laser_Ammo.png|64px]]&amp;lt;br&amp;gt;HBTU-17/LW Hi-Cap Laser Battery&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 0/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 5/75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 1 second&lt;br /&gt;
|A high-capacity laser battery used to power laser beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sentry_Deployable.png|64px]]&amp;lt;br&amp;gt;A/A-32-P Sentry Defense System&lt;br /&gt;
|This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired and reloaded just like standard Sentry Gun.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinegun_Deployable.png|64px]]&amp;lt;br&amp;gt;MTU-4B Door Gunner Hardpoint System&lt;br /&gt;
|This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship or on the weapon attachment points on the wings of the dropship, providing a solid barrier against anyone sneaking in from the backyard and sides. Loaded with 1500 rounds and given an enhanced scope for extra range with IFF.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Med_Evac_System.png|64px]]&amp;lt;br&amp;gt;RMU-4M Medevac System&lt;br /&gt;
|A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.. You can recover them in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039;  &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over squad comms and medical comms for a squad corpsman requesting a Medevac.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire lift targets through the dropship weapons and utilities console.&lt;br /&gt;
*Once a target has been found go to the Medevac system at the back and click on it to winch up the injured marine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;that the winch system has a cooldown of 1 minute between each use and only a pilot or dropship crew chief can use it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fulton_System.png|64px]]&amp;lt;br&amp;gt;RMU-19 Fulton Recovery System&lt;br /&gt;
|This container holds a Fulton recovery system that allows you to collect objects attached to Fulton recovery balloons. You can recover them in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039; You can recover crates and unreviveable dead bodies. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over any communications channel for someone to state a Fulton balloon is up.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire targets with the weapons and utilities console.&lt;br /&gt;
*Once a target has been found, the Fulton Recovery System will automatically retrieve the package.&lt;br /&gt;
*This has small cool down once collected.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Launchbay.png|64px]]&amp;lt;br&amp;gt;LAG-14 Internal Sentry Launcher&lt;br /&gt;
|A standard issue launch bay, Primary used to launch area-of-denial sentries. You can use it  in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Load in a sentry into the launch bay.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire targets with the weapons and utilities console.&lt;br /&gt;
*Once a target has been found, You may launch the sentry to the location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rappel_System.png|64px]]&amp;lt;br&amp;gt;RHPU-1 Paradrop Deployment System&lt;br /&gt;
|This container holds electronic systems which allows marines to tactically paradrop right into combat. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Fly in &#039;&#039;&#039;Flyby&#039;&#039;&#039;.&lt;br /&gt;
*Make sure you pack enough parachutes.&lt;br /&gt;
*Target a flare or laser from the Target Menu.&lt;br /&gt;
*Lock the flare from the Paradrop Deployment System&#039;s Equipment Menu.&lt;br /&gt;
*The rear door will open automatically and the marines can now run out the back.&lt;br /&gt;
*That&#039;s it! Marines can now paradrop by simply clicking on the rappel deployment system.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Electronics==&lt;br /&gt;
Want to improve the accuracy of your weapon systems? Or perhaps you&#039;d rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you&#039;ve only got 2 electronic slots when Detective Gadget&#039;ing up your ship with these fancy gubbinz:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;150&amp;quot; |Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spotlight.png|64px]]&amp;lt;br&amp;gt;AN/LEN-15 Spotlight&lt;br /&gt;
|A high-powered spotlight with a protective glass casing ensures you&#039;ll always have an illuminated landing zone, plus a bit extra.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Targeting_System.png|64px]]&amp;lt;br&amp;gt;AN/AAQ-178 Weapon Targeting System&lt;br /&gt;
|An advanced system that&#039;s much better at tracking laser-guided beacons than the standard equipment the drop-ships come with. Calculates optional firing patterns to minimize traveling time. Essential for drop-ships planning on making accurate and fast missile strikes or a few GAU strafing runs. &#039;&#039;&#039;Not necessary for Fire Missions&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Speeds up traveling time of the missile as well as improves accuracy on direct strikes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Landing_detector.png|64px]]&amp;lt;br&amp;gt;AN/AVD-60 LZ Detector&lt;br /&gt;
|Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Engine Upgrades==&lt;br /&gt;
&lt;br /&gt;
Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here&#039;s a couple solutions to your problems. Using two of the &#039;&#039;&#039;same&#039;&#039;&#039; engine upgrades will &#039;&#039;&#039;not&#039;&#039;&#039; enhance your dropship. Two different engine upgrades &#039;&#039;&#039;will&#039;&#039;&#039; work however. (Double cooling systems or double fuel enhancers won&#039;t be more efficient, only one is counted for this purpose)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;150&amp;quot; |Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cooling_System.png|64px]]&amp;lt;br&amp;gt;Cooling System&lt;br /&gt;
|A more efficient cooling system then the default one. Attach this in your engines and you&#039;ll see a huge decrease in engine cooldown times, ensuring you&#039;ll be ready to take-off at the drop of a hat, even if you just landed. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fuel_Enhancer.png|64px]]&amp;lt;br&amp;gt;Fuel Enhancer&lt;br /&gt;
|Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. Additionally on flyby, it extends the amount of time you have for undertaking fire missions as well as using the Medevac system. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dropship Part Fabricator==&lt;br /&gt;
[[File:Dropship_part_fabricator.png|thumb]]The dropship part fabricator is the primary way for you to get equipment for your dropships, or to replace ammunition that you&#039;ve completely run out of. It works by a point system, with &#039;&#039;&#039;one point being earned every two seconds&#039;&#039;&#039;. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Partfab_1.1.png|600px]]&lt;br /&gt;
&amp;lt;br&amp;gt;Highlighted in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;&#039;&#039;&#039; is equipment for all your needs including Engine Upgrades, Weapons, and Support modules, and highlighted in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;&#039;&#039;&#039; is the ammo to supply all the weaponry at your disposal. To print something, simply click &amp;quot;Fabricate&amp;quot; and, if it has enough points, it will start printing. Below are detailed prices and estimated time to accumulate that much points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points&lt;br /&gt;
|-&lt;br /&gt;
|A/A-32-P Sentry Defense System&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|MTU-4B Door Gunner Hardpoint System&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|LAG-14 Internal Sentry Launcher&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AN/LEN-15 Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AN/AAQ-178 Weapon Targeting System&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
&amp;lt;!---|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|AN/AVD-60 LZ Detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LAU-444 Guided Missile Launcher&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LAU-229 Rocket Pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LWU-6B Laser Cannon&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points&lt;br /&gt;
|-&lt;br /&gt;
|PGU-105 30mm Anti-tank ammo crate.&lt;br /&gt;
|325&lt;br /&gt;
|Around 11 minutes&lt;br /&gt;
|-&lt;br /&gt;
|PGU-100 Multi-Purpose 30mm ammo crate&lt;br /&gt;
|275&lt;br /&gt;
|Around 9 minutes&lt;br /&gt;
|-&lt;br /&gt;
|BTU-17/LW Hi-Cap Laser Battery&lt;br /&gt;
|200&lt;br /&gt;
|6 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224B &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|BLU-200 &#039;Dragons Breath&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGR-59-I &#039;Mini-Mike&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGR-59 &#039;Mini-Mike&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-184 &#039;Harpoon II&#039;&lt;br /&gt;
|200&lt;br /&gt;
|6 minutes&lt;br /&gt;
|-&lt;br /&gt;
|A/C-49-P Air Deployable Sentry&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Communication=&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good to know how your dropship works, but at the end of the day you&#039;re also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible. &lt;br /&gt;
==Command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;)==&lt;br /&gt;
&lt;br /&gt;
As the PO, you&#039;ll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.&lt;br /&gt;
&lt;br /&gt;
==JTAC channel (&#039;&#039;&#039;:j&#039;&#039;&#039;)==&lt;br /&gt;
&lt;br /&gt;
In case you choose to do CAS ( Close Air Support ) Instead of transport, you will be communicating more in this channel as Squad leaders and JTAC kit users will be calling you for fire support and you have to provide it to ensure the victory on the ground. They will laze targets for you and sometimes specifying which type of ammo they want to be dropped. You can also watch the effect of your fire support by watching the cameras in the weapons console.&lt;br /&gt;
Ex: &amp;quot; Alpha lead here, Requesting CAS 6 west of my laze, Fire when ready ! &amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intel channel (&#039;&#039;&#039;:t&#039;&#039;&#039;)==&lt;br /&gt;
&lt;br /&gt;
The Intel channel is good to liaise with RTO&#039;s or marines who have decided to take the fulton recovery device to recover xeno corpses, or with Intelligence Officers who have intel to deliver and load, unload or fulton onto and from your dropship.&lt;br /&gt;
&lt;br /&gt;
==Medical Channel (&#039;&#039;&#039;:m&#039;&#039;&#039;)==&lt;br /&gt;
The medical channel is good to communicate with medics that try to Medevac their patients up to your dropship, usually they will ask if you installed the Medevac module, and if you about to Medevac someone, ask injuries with the patient so you know how to stabilize the patient and if you need to land immediately(e.g. infected with xenomorph larva.)&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;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=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;
=Tips=&lt;br /&gt;
&lt;br /&gt;
*Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad&#039;s frequency when you&#039;ve just arrived and are about to depart. You want to be efficient with your trips as much as possible.&lt;br /&gt;
*A special benefit to being a Pilot Officer is that you&#039;re allowed to boss around marines while they&#039;re on your shuttle. Don&#039;t tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM&#039;s ship and thus the Commanding Officer&#039;s ship).&lt;br /&gt;
*Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.&lt;br /&gt;
*If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you&#039;re on the Almayer.&lt;br /&gt;
*If you want to run CAS using direct bombardment while on trasport, consider using the fuel efficiency module. More time in the air is good if you want to maximize your chances of being airborne when a CAS request comes through.&lt;br /&gt;
*You can combine partially used mini rocket racks/30mm ammo boxes together with the power loaders. Simply take one of them into one claw and click on the other one. It will either combine or transfer ammunition to the other one.&lt;br /&gt;
*You can install two Medevac systems onto the same dropship to allow you to recover more wounded.&lt;br /&gt;
&amp;lt;!--* You cannot launch the dropship if the APC is blocking the rear door. --&amp;gt;&lt;br /&gt;
*Grabbing a more heavy gun than your side arm when you are on the transport dropship to deal with hostiles that try to get a ride up to the ship more reliably is usually a good choice&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
Below are user made guides for more in-depth learning. &#039;&#039;&#039;Information may be outdated&#039;&#039;&#039;&lt;br /&gt;
*[http://forum.cm-ss13.com/t/cas-whats-good-whats-bad-i-dont-know-but-heres-a-arbitrary-opinionated-guide-on-it/401 CAS, what’s good? what’s bad? I don’t know but here’s a arbitrary opinionated guide on it.] by Jam March 8th 2023&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16939 Smashing that motherfucking lockdown button] by Bronimin on 19 Apr 2018&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15560 CAS Weaponry, Loadouts, and You] by Tisx on 22 Nov 2017&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15341 Guide to being &amp;quot;Death From Above&amp;quot; -A PO CAS Guide] by mizolo on 02 Nov 2017&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=13902 How to have great CAS] by Roland410 on 11 Jul 2017&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11874 What makes a good PO?] by liltiptop on 22 Mar 2017&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=40382</id>
		<title>The Skill System</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=40382"/>
		<updated>2026-03-24T00:38:45Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Pamphlets64px| */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skill System===&lt;br /&gt;
This is a general overview and introduction to the skill system in place on the server. The skill system works by defining your job with a set of skill categories, these categories each have their own tier of skill, for example the Master tier is the highest a skill can be and the Novice tier is the lowest a skill can be. Depending on what tier a skill is will affect how your character performs in tasks relating to that category, to simplify this take the Engineering skill, if that is designated at a master tier it means your character will be able to construct all of the items on the build menu, if you don&#039;t have the master skill you&#039;ll have a limited selection.&lt;br /&gt;
&lt;br /&gt;
===Pamphlets[[File:Instructional_Pamphlet.png|64px|]]===&lt;br /&gt;
Pamphlets are unique items that, when used, give one or more skill points in a specific field, depending on the pamphlet. For example, a person that use one for medicine will receive one skill point in medicine. They will receive the level of trained, allowing them basic operation of auto-injectors and a faster use of splints and other medical items. The &#039;&#039;same&#039;&#039; pamphlets will not be used or stack if they already have used one prior, but different pamphlets that give you the same skill can stack and increase the level of the skill.&lt;br /&gt;
&lt;br /&gt;
===Skill Tiers===&lt;br /&gt;
The skill tiers determine your characters knowledge of a skill, this then affects how you perform in that skill.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skill Tier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&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;Master: 5&#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;Master level knowledge of a skill.&#039;&#039;&#039; Due to how this is the highest level of knowledge a character can have, you will be vastly superior to other players in that specific skill. An example for this is that the Synthetic has a master level of knowledge for CQC, making him almost unbeatable.&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;Elite: 4&#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;Elite level knowledge of a skill.&#039;&#039;&#039; This is the second highest level of knowledge you may have. Having an Elite skill, gives you access to wide range of new capabilities that will allow you to work at a faster rate and better.&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; |&#039;&#039;&#039;Expert: 3&#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;Expert knowledge of a skill.&#039;&#039;&#039; In practice this tier means that you&#039;ll have access to state of the art techniques relating to the specific skill and be able to perform them better and faster than someone who is specially trained.&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;Specially Trained: 2&#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;Advanced knowledge of a skill.&#039;&#039;&#039; In round this tier means that you&#039;ll have access to more advanced techniques relating to the specific skill and be able to perform better than average on them as well.&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;Trained: 1&#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;Basic knowledge of a skill.&#039;&#039;&#039; Effectively this is the fresh out of bootcamp tier, what this means in action is that you&#039;ll be able to use certain weapons and skill techniques at an average level.&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;Untrained: 0&#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;Limited to no knowledge of a skill.&#039;&#039;&#039; In practice this means that your character will either perform worse in the specific skill or you simply won&#039;t be able to complete the task relating to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
A list of the twenty skills that make up the skill system.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&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;CQC&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s hand to hand self-defense prowess, the higher the skill is, the less likely you&#039;ll disarm weapons without discharging them. Additionally, it gives you a bonus to your likelihood to disarm (5% per level), duration of the disarm (1 second per level), and special text on a successful disarm. Melee weapons does not affect its skill.&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; |&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s melee combat prowess, like using the M5 Survival knife and other melee weapons that can be found on the planet or station. (25% more damage per level)&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; |&#039;&#039;&#039;Powerloaders&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects your Character&#039;s powerloader efficiency. &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; |&#039;&#039;&#039;Firearms&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Concerns your Character&#039;s firearm [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]]. Higher skill mean less recoil, Higher Accuracy, Faster Gun Wield and Faster tactical reloading &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; |&#039;&#039;&#039;Specialist Weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters specialist weapons / SmartGun knowledge and combat effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Each specialist kit, gives you a Specialist Weapons skill that goes from 1-6, depending on the kit you choose. If the kit you have chosen has that skill set at 8(normally reserved for events), that means that you can use all kinds of specialist guns and ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A squad specialist can use any specialist weapon upon spawning as they start with their specialist weapon skill at level 8. It is only once they choose a kit that, that is changed to the corresponding spec weapons number and locks them to that specialist weapon.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;M5 RPGs (Demolitionist)&#039;&#039;&#039; have a specialist weapons skill of 2.&lt;br /&gt;
*&#039;&#039;&#039;M4RAs (Scout)&#039;&#039;&#039; have a specialist weapons skill of 3&lt;br /&gt;
*&#039;&#039;&#039;M42As (Sniper)&#039;&#039;&#039; have a specialist weapons skill of 4.&lt;br /&gt;
*&#039;&#039;&#039;M92 grenade launchers (Grenadier)&#039;&#039;&#039; have a specialist weapons skill of 5.&lt;br /&gt;
*&#039;&#039;&#039;M240-T incinerators (Pyro)&#039;&#039;&#039; have a specialist weapons skill of 6.&lt;br /&gt;
*&#039;&#039;&#039;Smartguns&#039;&#039;&#039; have a specialist weapons skill of 7.&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; |&#039;&#039;&#039;Endurance&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters effectiveness at resisting internal bleeding and broken bones when attacked as well as stun resistance.&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; |&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you can repair and hack, from repairing simple barricades to planting C4 explosive charges. If you are trained in this skill you can examine the tank to see the integrity of each module on the tank. &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; |&#039;&#039;&#039;Construction&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you are able to build, from building sandbags up to building plasteel barricades.&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; |&#039;&#039;&#039;Leadership&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier, the more advanced leadership devices you&#039;re able to use, such as the Overwatch console. This skill also effects the buff strength of the orders you give and the speed at which you laze targets with the tactical binoculars.&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; |&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced medical procedures are available and overall speed increases, such as basic first aid (applying bandages) to the more complex medical procedures (knowledge of pills). This does not affect surgery.&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; |&#039;&#039;&#039;Surgery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the faster you can complete surgical procedures.&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; |&#039;&#039;&#039;Police&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects whether your Character is knowledgeable in policing techniques and devices, like Military Police gear (Flash, tasers, etc) and their related consoles.&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; |&#039;&#039;&#039;Pilot&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s piloting knowledge, in short whether you&#039;re some top gun watching ace pilot or someone who thinks they can complete a close air support mission by flapping their arms.&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; |&#039;&#039;&#039;Vehicle Operating&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s armored vehicular operating knowledge, in short whether you&#039;re a real vehicle crewman or someone who gets ran over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skill System Tables===&lt;br /&gt;
The below table represents how the skill system will be shown on the wiki, hopefully this&#039;ll provide some good visual aid about the skill system to new and old alike.&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=40381</id>
		<title>The Skill System</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Skill_System&amp;diff=40381"/>
		<updated>2026-03-24T00:35:13Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Skill System===&lt;br /&gt;
This is a general overview and introduction to the skill system in place on the server. The skill system works by defining your job with a set of skill categories, these categories each have their own tier of skill, for example the Master tier is the highest a skill can be and the Novice tier is the lowest a skill can be. Depending on what tier a skill is will affect how your character performs in tasks relating to that category, to simplify this take the Engineering skill, if that is designated at a master tier it means your character will be able to construct all of the items on the build menu, if you don&#039;t have the master skill you&#039;ll have a limited selection.&lt;br /&gt;
&lt;br /&gt;
===Pamphlets[[File:Instructional_Pamphlet.png|64px|]]===&lt;br /&gt;
Pamphlets are unique items that, when used, give one or more skill points in a specific field, depending on the pamphlet. For example, a person that use one for medicine will receive one skill point in medicine. They will receive the level of trained, allowing them basic operation of auto-injectors and a faster use of splints and other medical items. The pamphlets will not be used or stack if they already have the level equal to the pamphlet or higher.&lt;br /&gt;
&lt;br /&gt;
===Skill Tiers===&lt;br /&gt;
The skill tiers determine your characters knowledge of a skill, this then affects how you perform in that skill.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skill Tier:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&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;Master: 5&#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;Master level knowledge of a skill.&#039;&#039;&#039; Due to how this is the highest level of knowledge a character can have, you will be vastly superior to other players in that specific skill. An example for this is that the Synthetic has a master level of knowledge for CQC, making him almost unbeatable.&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;Elite: 4&#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;Elite level knowledge of a skill.&#039;&#039;&#039; This is the second highest level of knowledge you may have. Having an Elite skill, gives you access to wide range of new capabilities that will allow you to work at a faster rate and better.&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; |&#039;&#039;&#039;Expert: 3&#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;Expert knowledge of a skill.&#039;&#039;&#039; In practice this tier means that you&#039;ll have access to state of the art techniques relating to the specific skill and be able to perform them better and faster than someone who is specially trained.&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;Specially Trained: 2&#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;Advanced knowledge of a skill.&#039;&#039;&#039; In round this tier means that you&#039;ll have access to more advanced techniques relating to the specific skill and be able to perform better than average on them as well.&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;Trained: 1&#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;Basic knowledge of a skill.&#039;&#039;&#039; Effectively this is the fresh out of bootcamp tier, what this means in action is that you&#039;ll be able to use certain weapons and skill techniques at an average level.&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;Untrained: 0&#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;Limited to no knowledge of a skill.&#039;&#039;&#039; In practice this means that your character will either perform worse in the specific skill or you simply won&#039;t be able to complete the task relating to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
A list of the twenty skills that make up the skill system.&lt;br /&gt;
{| style=&amp;quot;border:2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;width=150&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#F0E68C;&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;CQC&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s hand to hand self-defense prowess, the higher the skill is, the less likely you&#039;ll disarm weapons without discharging them. Additionally, it gives you a bonus to your likelihood to disarm (5% per level), duration of the disarm (1 second per level), and special text on a successful disarm. Melee weapons does not affect its skill.&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; |&#039;&#039;&#039;Melee&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your Character&#039;s melee combat prowess, like using the M5 Survival knife and other melee weapons that can be found on the planet or station. (25% more damage per level)&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; |&#039;&#039;&#039;Powerloaders&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects your Character&#039;s powerloader efficiency. &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; |&#039;&#039;&#039;Firearms&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Concerns your Character&#039;s firearm [[Marine_Equipment#Basic_Weapon_Parameters|combat prowess]]. Higher skill mean less recoil, Higher Accuracy, Faster Gun Wield and Faster tactical reloading &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; |&#039;&#039;&#039;Specialist Weapons&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters specialist weapons / SmartGun knowledge and combat effectiveness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Each specialist kit, gives you a Specialist Weapons skill that goes from 1-6, depending on the kit you choose. If the kit you have chosen has that skill set at 8(normally reserved for events), that means that you can use all kinds of specialist guns and ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A squad specialist can use any specialist weapon upon spawning as they start with their specialist weapon skill at level 8. It is only once they choose a kit that, that is changed to the corresponding spec weapons number and locks them to that specialist weapon.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;M5 RPGs (Demolitionist)&#039;&#039;&#039; have a specialist weapons skill of 2.&lt;br /&gt;
*&#039;&#039;&#039;M4RAs (Scout)&#039;&#039;&#039; have a specialist weapons skill of 3&lt;br /&gt;
*&#039;&#039;&#039;M42As (Sniper)&#039;&#039;&#039; have a specialist weapons skill of 4.&lt;br /&gt;
*&#039;&#039;&#039;M92 grenade launchers (Grenadier)&#039;&#039;&#039; have a specialist weapons skill of 5.&lt;br /&gt;
*&#039;&#039;&#039;M240-T incinerators (Pyro)&#039;&#039;&#039; have a specialist weapons skill of 6.&lt;br /&gt;
*&#039;&#039;&#039;Smartguns&#039;&#039;&#039; have a specialist weapons skill of 7.&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; |&#039;&#039;&#039;Endurance&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill concerns your characters effectiveness at resisting internal bleeding and broken bones when attacked as well as stun resistance.&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; |&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you can repair and hack, from repairing simple barricades to planting C4 explosive charges. If you are trained in this skill you can examine the tank to see the integrity of each module on the tank. &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; |&#039;&#039;&#039;Construction&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced constructs you are able to build, from building sandbags up to building plasteel barricades.&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; |&#039;&#039;&#039;Leadership&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier, the more advanced leadership devices you&#039;re able to use, such as the Overwatch console. This skill also effects the buff strength of the orders you give and the speed at which you laze targets with the tactical binoculars.&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; |&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the more advanced medical procedures are available and overall speed increases, such as basic first aid (applying bandages) to the more complex medical procedures (knowledge of pills). This does not affect surgery.&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; |&#039;&#039;&#039;Surgery&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The higher the skill tier is, the faster you can complete surgical procedures.&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; |&#039;&#039;&#039;Police&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Effects whether your Character is knowledgeable in policing techniques and devices, like Military Police gear (Flash, tasers, etc) and their related consoles.&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; |&#039;&#039;&#039;Pilot&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s piloting knowledge, in short whether you&#039;re some top gun watching ace pilot or someone who thinks they can complete a close air support mission by flapping their arms.&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; |&#039;&#039;&#039;Vehicle Operating&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | This skill effects your Character&#039;s armored vehicular operating knowledge, in short whether you&#039;re a real vehicle crewman or someone who gets ran over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skill System Tables===&lt;br /&gt;
The below table represents how the skill system will be shown on the wiki, hopefully this&#039;ll provide some good visual aid about the skill system to new and old alike.&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=OUTDATED:_Rules_Clarification&amp;diff=40355</id>
		<title>OUTDATED: Rules Clarification</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=OUTDATED:_Rules_Clarification&amp;diff=40355"/>
		<updated>2026-03-11T06:31:03Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: Bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;{{Header|HeaderContent=Deprecated Page|SubContent=This page is no longer in use or updated. Any clarifications listed here are considered void. Please refer to the rules on https://cm-ss13.com/rules|PrimaryColor=#b71c1c}}&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #FF7F7F;&amp;quot;&amp;gt;&#039;&#039;&#039;Please bear in mind this page is subject to constant change as it is a repository for the main [https://discord.gg/cmss13 Colonial Marines discord&#039;s] [https://discord.com/channels/150315577943130112/799876013680492544 #rule-clarification] channel. Late updates to this page may happen, and so it&#039;s recommended to use this page mostly as a way to view long-standing rule-clarifications.&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;(You may ask maintainers to add a missed Rule Clarification to contribute to a more accurate page)&#039;&#039;&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;Roleplay Rulings&amp;quot;&amp;gt;&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; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=300 |Question&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Answer&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Date Clarified &lt;br /&gt;
|-&lt;br /&gt;
!Can you RP urinating on someone?&lt;br /&gt;
| &lt;br /&gt;
No. It&#039;s LRP &amp;amp; 18+&lt;br /&gt;
|&lt;br /&gt;
16/01/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Call The Incendiary OB &amp;quot;Coom OB&amp;quot;?&lt;br /&gt;
| &lt;br /&gt;
No, it&#039;s LRP/18+ and a sexual reference meme.&lt;br /&gt;
|&lt;br /&gt;
21/01/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Call Runner &amp;quot;Rooner&amp;quot; In Character?&lt;br /&gt;
| &lt;br /&gt;
Yes so long as it doesn’t become a problem.&lt;br /&gt;
|&lt;br /&gt;
21/01/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Mutiny The Acting CO During Hijack?&lt;br /&gt;
| &lt;br /&gt;
No, but you can mutiny the acting CO if he refuses evacuation as it would be a life or death situation and drastic action may be taken.&lt;br /&gt;
|&lt;br /&gt;
31/01/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Jailbreak Before First Drop?&lt;br /&gt;
| &lt;br /&gt;
No.&lt;br /&gt;
|&lt;br /&gt;
10/02/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Refuse To Deploy Until Someone Is Released From Jail, Or To Break Them Free?&lt;br /&gt;
| &lt;br /&gt;
No.&lt;br /&gt;
|&lt;br /&gt;
10/02/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Wear Funny Uniforms Found On Colony Like Pyjamas Or School Girl Uniforms&lt;br /&gt;
| &lt;br /&gt;
If you&#039;re a PFC, go for it, but you&#039;re still susceptible to marine law. SLs are held to higher standards and should not do it.&lt;br /&gt;
|&lt;br /&gt;
27/04/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use Egyptian Hieroglyphs In-Game?&lt;br /&gt;
| &lt;br /&gt;
No, You will be warned and/or given an immediate ban due to it lagging everyone who can see it. Also, if you use it in a command announcement as an SO/XO/Whatever job you’ll be job-banned. If you do it as a CO your whitelist will be revoked immediately on the spot.&lt;br /&gt;
|&lt;br /&gt;
03/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!As An XO Am I Bound To CO Guidelines?&lt;br /&gt;
| &lt;br /&gt;
Yes and no, there are certain things you are expected to do if you’re leading the operation as an XO, which are server rule breaks. Examples being: You must build a FOB and can’t leave the primary LZ defenceless, Shitposting command announcements, etc... If your actions are putting marines at a deliberate disadvantage, you’re effectively griefing and shall not do it. If a CO guideline breach is also a obvious server rule break, we suggest you not do it.&lt;br /&gt;
|&lt;br /&gt;
18/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!I Use A Common Name That Just Happens To Be Used By A Real Famous Person, Do I Need To Change It?&lt;br /&gt;
| &lt;br /&gt;
It depends if it&#039;s a common normal name. If you don&#039;t roleplay like the person or character, and your name is something common like Michael Bolton. Now if you play as Michael Jordan and start talking about basketball, not so much. Staff still reserve the right to make a judgement call and may ask you to change your name.&lt;br /&gt;
|&lt;br /&gt;
20/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!At What Point Do Shenanigans Become Griefing Or An OOC Issue&lt;br /&gt;
| &lt;br /&gt;
Shenanigans become a IC issue into a OOC issue if it causes a major round disruption, or you do not have a reasonable roleplay reason to do it. Pretending to be a macho marine and messing around with your buddy or friends is one thing. Going around randomly bolting doors and sabotaging the ship just because you feel like it or “screw MPs/screw command” are antagonist actions and are subject to punishment. High tier griefing is still griefing.&lt;br /&gt;
|&lt;br /&gt;
27/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Sabotage The Brig To Prevent MPs From Doing Their Jobs, Or Sabotage The Brig In Case My Buddies Get Jailed During Round Start?&lt;br /&gt;
| &lt;br /&gt;
No, this is self-antagging and griefing&lt;br /&gt;
|&lt;br /&gt;
27/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can An MP Bait Me Into Breaking Marine Law So They Can Arrest Me?&lt;br /&gt;
| &lt;br /&gt;
MPs should not be antagonizing marines into breaking marine law, this goes against marine law and is a violation. You should ahelp if this occurs. However if you break marine law while an MP sees it, this is not baiting an arrest.&lt;br /&gt;
|&lt;br /&gt;
15/08/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Save My Buddy From Being Arrested By An MP?&lt;br /&gt;
| &lt;br /&gt;
Yes, but you have to use proper escalation and force per server rules, and if in your actions trying to stop this player from being arrested result in a round derail, you and anyone else involved can be held accountable for round start shenanigans by staff.&lt;br /&gt;
|&lt;br /&gt;
15/08/2021&lt;br /&gt;
|-&lt;br /&gt;
!What Are The Rules On Hostile ERT Teaming Up With USCM?&lt;br /&gt;
| &lt;br /&gt;
Hostile ERTs are hostile, but if the ERT sees xenos, there may be a need to team up in the interest of saving ones life. However, these cease fire and truces are on the fly and may be considered uneasy. If the UPP/CLF/Hostile Freelancers or USCM decides to betray the other side, that&#039;s the risk taken. Friendly Freelancers should state their intentions to help, and Hostile Freelancers should state their intention is to pillage the ship.&lt;br /&gt;
|&lt;br /&gt;
16/08/2021&lt;br /&gt;
|-&lt;br /&gt;
!MP OOC Protections Again?&lt;br /&gt;
| &lt;br /&gt;
Removed during MP removal tests, also will not be returning if MPs do return after the test&lt;br /&gt;
|&lt;br /&gt;
13/09/2021&lt;br /&gt;
|-&lt;br /&gt;
!Are APC&#039;s Considered &amp;quot;Secure Areas&amp;quot; For The Purposes Of Marine Law?&lt;br /&gt;
| &lt;br /&gt;
Yes. Support roles may stay within the APC as they would any other secure area. MP&#039;s may make use of the APC to travel from one secure area to another, but cannot use the APC as a way of heading to or arresting people on the frontlines.&lt;br /&gt;
|&lt;br /&gt;
17/02/2022&lt;br /&gt;
|-&lt;br /&gt;
!Am I Allowed To Deconstruct The Ship Before First Drop?&lt;br /&gt;
| &lt;br /&gt;
Deconstruction of the ship should not be occuring before first drop &amp;amp; confirmed contact. The marines would not immediately resort to taking their warship to pieces for a random unconfirmed distress call. This also includes deconstruction of things like chairs in briefing, however does not include the barrels and crates scattered around maintenance. Modifications to the ship as well should not be made with meta-purposes, no building a maze or bunker on the ship intended to help secure the ship for hijack before you even know hijack is a thing.&lt;br /&gt;
|&lt;br /&gt;
23/02/2022&lt;br /&gt;
|-&lt;br /&gt;
!As A Ship Side Xeno Pre Hijack, Can I Target Critical Equipment Such As Powerloaders Or Tcomms?&lt;br /&gt;
| &lt;br /&gt;
General damage is fine, but specifically targeting irreplaceable equipment is not allowed. You can attack communications but exclusively going there is meta due to not knowing the importance of that one place/not knowing the layout of the ship. This is also the same for exclusively going to CIC in an attempt to decapitate the marine capabilities.&lt;br /&gt;
|&lt;br /&gt;
04/04/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I As CLF Dress Up As A Marine To Trick And Kill Them, Or As A Marine Dress Up As CLF/Another Hostile Faction?&lt;br /&gt;
| &lt;br /&gt;
No. No pretending to be friendly then backstabbing, outside of events with specific permission. This does not include pretending to comply with an arrest and running.&lt;br /&gt;
|&lt;br /&gt;
05/04/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can Xenos Refer To Humans By Name, And Humans Refer To Xenos By Prefix?&lt;br /&gt;
| &lt;br /&gt;
No, the Xenos have no idea a human is so and so, and humans have no idea a Xeno has a “Nick name” Terms should be generic such as caste, tall host, specialist type etc.&lt;br /&gt;
|&lt;br /&gt;
17/04/2022&lt;br /&gt;
|-&lt;br /&gt;
!Where Does The Vehicle Crewman Job Fall As Far As RP Standards/Expectations Go?&lt;br /&gt;
| &lt;br /&gt;
Vehicle Crewmen fall into the same bracket of IC and OOC expectations as SL&#039;s, RTOs, Specs and Smartgunners - this means that their character concept is meant to be somewhat grounded in our setting and perhaps more importantly they are bound by OOC rules to follow orders from the officer in command of the operation to the best of their ability unless doing so would put their life and/or the APC under direct threat.&lt;br /&gt;
|&lt;br /&gt;
24/06/2022&lt;br /&gt;
|-&lt;br /&gt;
!What, If Any, Images Are Acceptable In CIC And Queen Broadcasts?&lt;br /&gt;
| &lt;br /&gt;
Players in command roles on both sides are allowed to post direct links to images containing current map (from sources like the webmaps or wiki images of the map) or images of the tacmap, with drawn on overlays giving directions/other information as long as they are kept reasonably IC.&lt;br /&gt;
|&lt;br /&gt;
28/06/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use The Gibber To Make Meals Out Of Dead Marines As A Chef Or Any Other Role?&lt;br /&gt;
| &lt;br /&gt;
No. While there is nothing stopping you from doing that mechanically, grinding the bodies of recently deceased marines or random survivors to serve them as meals does not fit our established setting and would be considered a heinous/insane act. As such, it is considered to fall below the expected RP standard for all roles outside of events and is not allowed per our server rules.&lt;br /&gt;
|&lt;br /&gt;
07/14/2022&lt;br /&gt;
|-&lt;br /&gt;
!Are There Any Rules For The Corporate Liaison In Handing Out Their Items Such As Drugs And Implants?&lt;br /&gt;
| &lt;br /&gt;
There needs to be roleplay between the Corporate Liaison and the other party. The Corporate Liaison should not be on the front line or at briefing handing out items like Ultrazine and saying LRP stuff such as &amp;quot;Free candy!&amp;quot; The items should be in exchange for the party working on behalf of W-Y interests, not just &amp;quot;Marine be my bodyguard, heres free ultra&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
08/26/2022&lt;br /&gt;
|-&lt;br /&gt;
! Can hostile survivors kill other survivors?&lt;br /&gt;
| &lt;br /&gt;
No. Given the nature of the situation you are in you should be primarily focusing on surviving and should be at least neutral to the other survivors.&lt;br /&gt;
|&lt;br /&gt;
04/14/2023&lt;br /&gt;
|-&lt;br /&gt;
! Can Chem ERTs Deploy After Their Mission Is Accomplished?&lt;br /&gt;
| &lt;br /&gt;
Not without explicit admin approval as a minor event.&lt;br /&gt;
|&lt;br /&gt;
05/03/2023&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gameplay Rulings&amp;quot;&amp;gt;&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; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=300|Question&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Answer&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Date Clarified &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Faction&lt;br /&gt;
|-&lt;br /&gt;
!When can defenses and major preparation on the Almayer be made after an evacuation?&lt;br /&gt;
|&lt;br /&gt;
When the shuttle hijack message is announced.&lt;br /&gt;
|&lt;br /&gt;
16/08/2022&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I kill Captures Close To Bursting To Farm Acid Stacks?&lt;br /&gt;
| &lt;br /&gt;
No. You should not be deliberately killing your captures to farm a game mechanic. It&#039;s LRP and exploitative.&lt;br /&gt;
|&lt;br /&gt;
21/01/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Banish Xenos In Research So They Can Be Killed To Reclaim Larva?&lt;br /&gt;
| &lt;br /&gt;
No, Banish is for xenos that are disobeying the Queen or otherwise breaking the RP Standards for xenos.&lt;br /&gt;
|&lt;br /&gt;
21/01/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!As A Xeno Can I Bomb The Generators With Fuel Tanks?&lt;br /&gt;
| &lt;br /&gt;
No.&lt;br /&gt;
|&lt;br /&gt;
16/02/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Overdose An MP On Chems To Avoid Arrest?&lt;br /&gt;
| &lt;br /&gt;
No, it&#039;s similar to shooting at an MP, can be lethal, and is a misuse of chems. It&#039;s also LRP, as a realistically played character wouldn&#039;t cause someone harm to avoid an arrest. I.E you cannot overdose them on inaprovaline to cause them to fall asleep.&lt;br /&gt;
|&lt;br /&gt;
12/03/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I OB LV Beach Before Fog Drops?&lt;br /&gt;
| &lt;br /&gt;
Yes, as long as you know it&#039;s xenos on the other side, I.E can see structures etc.&lt;br /&gt;
|&lt;br /&gt;
17/03/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can You Railgun The Dropships After Hijack And Such?&lt;br /&gt;
| &lt;br /&gt;
No, Railguns will be treated similarly to OB&#039;s, aka after hijack you can no longer use it. In short, is the OB Locked from being fired? If yes, you are not allowed to use the railgun.&lt;br /&gt;
|&lt;br /&gt;
23/04/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use C4, Alternative Explosives Or Lethal Weapons To Break Someone Out Of Jail?&lt;br /&gt;
| &lt;br /&gt;
No.&lt;br /&gt;
|&lt;br /&gt;
10/02/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Deploy As A Doctor?&lt;br /&gt;
| &lt;br /&gt;
Yes you can. However, you must stay away from the front-lines and be in general safety. You shouldn&#039;t ignore your duties and turn into a combat medic.&lt;br /&gt;
|&lt;br /&gt;
18/05/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use Disposal System To Move Around?&lt;br /&gt;
| &lt;br /&gt;
Yes, as long as the areas you&#039;re entering aren&#039;t out of bounds, for example, lifeboats and space. Using it as an alternative to break into areas you can access by other means like brig is allowed for example.&lt;br /&gt;
|&lt;br /&gt;
21/05/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!What Can Non Combat Support Roles Do If They Deploy To The Area Of Operations?&lt;br /&gt;
| &lt;br /&gt;
They are restricted to the FOB, or a very secured area (multiple cades in all directions, such as a secondary FOB). MPs should only be doing control and can only go to the front lines in fresh pursuit. Techs should be helping to build a FOB or secured area. Doctors are restricted to FOB, secondary FOB, or medical APC. Doctors are not to be combat medics running into danger to pull wounded or dead marines out of combat.&lt;br /&gt;
|&lt;br /&gt;
24/05/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!What Is The Extent That A Queen Can De-Evolve Xenos? &lt;br /&gt;
| &lt;br /&gt;
Queens can de-evolve someone if they want to add a certain caste such as de-evolving a praetorian for a boiler. However forcing everyone to go just one type of T3 falls under the meme hive clause and is prohibited.&lt;br /&gt;
|&lt;br /&gt;
31/05/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Dismantle The Ship For Metal?&lt;br /&gt;
| &lt;br /&gt;
At the current state of the game with this ruling, metal and plasteel are hard to come by. The previous ruling about dismantling chairs and shelving has been shelved. However this may be changed in the future depending on future development in the game and balancing of the metal economy. However this still requires the proper authorizations per ML and SOP.&lt;br /&gt;
|&lt;br /&gt;
04/09/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Booby Trap The Dropship?&lt;br /&gt;
| &lt;br /&gt;
After first drop, you can booby trap the dropship, however it is suggested you don’t go overboard as you risk other marines being harmed. If this becomes an issue, developers may make a mechanical lock to prevent explosives from being placed in the dropship. The only exception is if marines are given actual in-game intelligence before first drop that xenos are on the planet (Event, Survivor&#039;s make contact with USCM, etc...) &lt;br /&gt;
|&lt;br /&gt;
06/10/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Not Take A Specialist Kit If I Get The Role, But I Want To Loot Other Spec Kits If The Player Dies, Or I Didn&#039;t Get The kit I Wanted At Spawn?&lt;br /&gt;
| &lt;br /&gt;
No this is wasting a slot, you pick a kit on spawn. If the kit you wanted is not available, and you do not want to play because of this, you have the option to head to cyro.&lt;br /&gt;
|&lt;br /&gt;
15/10/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can Xenos Wall In Dead Marines?&lt;br /&gt;
| &lt;br /&gt;
As of this ruling we’re running an administrative test. Xeno morphs are no longer permitted to wall in dead marine corpses. You can still build front line defenses and at the most one or two spaces should be near a dead marine. But no more 9x9 thick resin walls to hide a marine&lt;br /&gt;
|&lt;br /&gt;
17/10/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Shoot A Fellow Marine If They&#039;re Being Dragged Off By Xenos, To Stop Them Getting Captured?&lt;br /&gt;
| &lt;br /&gt;
No, not without their consent either ICly (Screaming at you to kill them) or OOCly (if they tell you in LOOC they are fine to be shot if captured. This isn&#039;t frequent)&lt;br /&gt;
|&lt;br /&gt;
15/12/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Kill Monkeys As A Survivor?&lt;br /&gt;
| &lt;br /&gt;
No, not until Marines have landed. This is to prevent the round being stunted.&lt;br /&gt;
|&lt;br /&gt;
04/01/2022&lt;br /&gt;
|&lt;br /&gt;
Survivors&lt;br /&gt;
|-&lt;br /&gt;
!Can I Attack The Hive As A Survivor?&lt;br /&gt;
| &lt;br /&gt;
Not at round start, once the Xenos have developed T1s and are out of the hive you may go on the offensive.&lt;br /&gt;
|&lt;br /&gt;
04/01/2022&lt;br /&gt;
|&lt;br /&gt;
Survivors&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use CAS On The Dropship After Xenos Called It Down And Are Boarding?&lt;br /&gt;
| &lt;br /&gt;
No, for the same reason OB is mechanically restricted, CASing the dropship post theft will get you into trouble.&lt;br /&gt;
|&lt;br /&gt;
09/01/2022&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Wall Off The Dropship Consoles?&lt;br /&gt;
| &lt;br /&gt;
No. It&#039;s metagaming.&lt;br /&gt;
|&lt;br /&gt;
16/01/2022&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Banish AFK larva At Roundstart To Get Respawns?&lt;br /&gt;
| &lt;br /&gt;
It depends, and should be ahelped.&lt;br /&gt;
|&lt;br /&gt;
02/02/2022&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use Larva As Recon To Find Survivors?&lt;br /&gt;
| &lt;br /&gt;
Absolutely not. Larva are not recon castes, and using them to find survivors goes against the principle they should stay in the hive, and puts them in danger.&lt;br /&gt;
|&lt;br /&gt;
08/04/2022&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I As A Xeno Board The Dropship On First Drop To Cause Havoc On The Almayer?&lt;br /&gt;
| &lt;br /&gt;
No, this should not be done until at least second drop, when general attacks around/at the FOB are accepted.&lt;br /&gt;
|&lt;br /&gt;
18/06/2022&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Fire An OB On The LZ As Soon As The Dropship Takes Off From The Almayer, Before The Queen Can Lock It?&lt;br /&gt;
| &lt;br /&gt;
No, this would be meta without IC justification. For all you know there could be technical malfunction. In most cases you have no reason to suspect it has anything to do with the LZ or xenos. If you have IC justification you can do so, but this is subject to review at the time. In cases where you think you&#039;re justified to fire OB on the LZ after dropship takes off from the Almayer, ahelp your reasoning at same time as firing or before if possible&lt;br /&gt;
|&lt;br /&gt;
11/04/2022&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Kill Marines Gearing Up In Cryo Or Prep Before Hijack, Because On Red Alert They Are Equipped With Mod 88s?&lt;br /&gt;
| &lt;br /&gt;
No, Xenomorphs cannot attack marines gearing up in cryo or prep outside of hijack.&lt;br /&gt;
|&lt;br /&gt;
18/06/2022&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Can I pretend to be friendly to the USCM as a hostile survivor (CLF) but then become hostile later?&lt;br /&gt;
| &lt;br /&gt;
No. You must be consistently and actively hostile to USCM personnel if you want to be hostile at all.&lt;br /&gt;
|&lt;br /&gt;
16/03/2023&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Can the Combat Correspondent leave safe areas?&lt;br /&gt;
| &lt;br /&gt;
Yes but you should not be fighting at the frontline like a regular marine and should attempt to disengage and run if attacked by hostiles.&lt;br /&gt;
|&lt;br /&gt;
22/03/2023&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! What is off limits for xenos who have gotten aboard the Almayer before hijack?&lt;br /&gt;
| &lt;br /&gt;
You cannot attack anyone who is freshly spawned out of cryo or in prep. No &amp;quot;spawn camping&amp;quot;.&lt;br /&gt;
Previous meta rules regarding attacking specific locations or devices are nullified.&lt;br /&gt;
|&lt;br /&gt;
12/05/2023&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
! Can I guard a dead human to make sure they go into permanent death?&lt;br /&gt;
| &lt;br /&gt;
No, this is akin to walling off dead bodies, which is still forbidden. If a human is dead, they&#039;re dead. You can only guard a body if a queen makes their intent to gib the body known.&lt;br /&gt;
|&lt;br /&gt;
27/05/2023&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bug Rulings&amp;quot;&amp;gt;&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; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=300|Question&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Answer&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Date Clarified &lt;br /&gt;
|-&lt;br /&gt;
!Can I Fire Multiple OB Shots At The Same Time?&lt;br /&gt;
| &lt;br /&gt;
No, if exploited you will get you punished.&lt;br /&gt;
|&lt;br /&gt;
27/02/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Go To Space?&lt;br /&gt;
| &lt;br /&gt;
No you can&#039;t, space is meant to be unreachable. If you go into space, then you&#039;re exploiting a bug. Only time you should be in space is if staff members somehow made it part of an event or you somehow got knocked into it and it wasn&#039;t your fault. If that happens, ahelp. Exploiting can lead to bans.&lt;br /&gt;
|&lt;br /&gt;
27/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Implant Motion Detector In Chest?&lt;br /&gt;
| &lt;br /&gt;
No, it&#039;s unintended and makes no sense. MD has a screen, so how will you operate it without looking at the screen lore-wise? Don&#039;t do it.&lt;br /&gt;
|&lt;br /&gt;
03/06/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Place Acid Traps Intentionally So They Trigger From Behind Walls?&lt;br /&gt;
| &lt;br /&gt;
No, Traps Are Not Meant To Trigger From Behind Walls.&lt;br /&gt;
|&lt;br /&gt;
29/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Build Airlock Doors On Top Of The Dropship Doors To Make Them More Secure?&lt;br /&gt;
| &lt;br /&gt;
Per developers this is not intended, will be treated at bug abuse until a fix is made&lt;br /&gt;
|&lt;br /&gt;
06/09/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Drag The Queen To A Flank So She Doesn&#039;t Make Any Sound?&lt;br /&gt;
| &lt;br /&gt;
No. This is bypassing a mechanic intended to pre-announce the Queen&#039;s presence. Dragging her while AFK, injured or otherwise is fine, but moving the Queen via dragging to avoid footstep sounds is bypassing this feature.&lt;br /&gt;
|&lt;br /&gt;
24/06/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Build Cameras On The Colony And Link Them To The Almayer?&lt;br /&gt;
| &lt;br /&gt;
No, this is a bug exploit and is not intended to be possible.&lt;br /&gt;
|&lt;br /&gt;
24/06/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Plant A Custom C4 On A Mouse, Then Put It Into My Backpack So It Can Be Detonated Via Remote Trigger If I Am Capped?&lt;br /&gt;
| &lt;br /&gt;
No. That is a bug that will be soon patched up. As a general rule, C4 is not supposed to be mobile after planting and is supposed to be clearly visible once it is planted. Anything that bypasses those two conditions is most likely a bug in which case you should report it and stop using it.&lt;br /&gt;
|&lt;br /&gt;
08/20/2022&lt;br /&gt;
|-&lt;br /&gt;
!What About OT Grenades? Can I Set Them On A High Timer, Prime Them, Put Them In My Pack, Then Get Capped On Purpose?&lt;br /&gt;
| &lt;br /&gt;
No. Blowing up the hive and caps with any explosive hidden in your backpack is not an intended mechanic.&lt;br /&gt;
|&lt;br /&gt;
08/22/2022&lt;br /&gt;
|-&lt;br /&gt;
!Push Ups, Or Any Other Mechanic, Has Made My Character Permanently Horizontal, Allowing Me To Move/Shoot At Regular Speed And While Holding My Gun. Can I Use This Mechanic Because I Find It Entertaining Or For Any Other Reason?&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
No. Making your character permanently horizontal is jarring from an IC standpoint and skirts our memery/ooc behavior rules and is clear bug abuse as well. Moving forward, purposefully abusing this mechanic will be treated as blatant bug abuse.&lt;br /&gt;
&lt;br /&gt;
The only allowed way of  movement via remaining horizontal on the screen is using the crawling mechanic, done by moving while laying down.&lt;br /&gt;
|&lt;br /&gt;
18/06/2022&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;Miscellaneous Rulings&amp;quot;&amp;gt;&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; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=300|Question&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Answer&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Date Clarified &lt;br /&gt;
|-&lt;br /&gt;
!If I get hacked on discord or game, or if someone uses my account and breaks rules and gets me permanently banned do I have any recourse.&lt;br /&gt;
| &lt;br /&gt;
Your account is your responsibility. If you get hacked via a discord trojan and you recover your account and enable F2A we will take that into consideration. However, if someone physically gets access to your BYOND and breaks our rules, the account/CKEY is held accountable. You can always appeal it, but remember we’re not a big fan of “well my brother did it” so if you’re going to use this argument, make sure you can give us reasons to believe you.&lt;br /&gt;
|&lt;br /&gt;
13/07/2021&lt;br /&gt;
|-&lt;br /&gt;
!I&#039;m Really Good As A Xeno Queen, Can I Ask The Queen To Swap With Me?&lt;br /&gt;
| &lt;br /&gt;
No let the queen play, you&#039;ll get another chance to queen. Queens are only replaced if they need to leave/disconnect or if the queen player themselves decides they cannot do the role.&lt;br /&gt;
|&lt;br /&gt;
13/08/2021&lt;br /&gt;
|-&lt;br /&gt;
!Am I Allowed To Stream CM Without Delay?&lt;br /&gt;
| &lt;br /&gt;
Yes, however metacommunications rules and others still apply.&lt;br /&gt;
|&lt;br /&gt;
14/10/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Rebind M1 Or Another Button To The Scroll Wheel To &amp;quot;click&amp;quot; Faster?&lt;br /&gt;
| &lt;br /&gt;
No, similar to auto-clickers this is not allowed. We cant prove it easily, but if we have reasonable suspicion, we will take action.&lt;br /&gt;
|&lt;br /&gt;
16/05/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use Macros/Create Them With Third Party Software To Do Multiple Things At Once?&lt;br /&gt;
| &lt;br /&gt;
No, making macro&#039;s outside of byond should be refrained from, but if we have reasonable suspicion, we will take action.&lt;br /&gt;
|&lt;br /&gt;
16/05/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Spam The Give Item Dialogue To Mechanically Disrupt Players In Game?&lt;br /&gt;
| &lt;br /&gt;
No. This is considered an exploit and will be met with an immediate ban.&lt;br /&gt;
|&lt;br /&gt;
27/06/2022&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;
=== How To Use ===&lt;br /&gt;
There is 4 categories in order to make the stream of clarifications easier to digest:&lt;br /&gt;
* Roleplay Rulings - usually contains marine law, roleplay or meta-knowledge rulings.&lt;br /&gt;
* Gameplay Rulings - contains rulings relating to the main gameplay or balance.&lt;br /&gt;
* Bug Rulings - contains rulings that relate to what is and isn&#039;t a bug exploit.&lt;br /&gt;
* Miscellaneous Rulings - anything that does not fit into the categories above, which can include things that are not part of the normal game state.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you do not read it in it&#039;s entirety, and instead use it as a confirmation source when you want to know if something borderline or questionable is allowed or not. This can be done in a variety of ways, however it is recommended you search up (with ctrl+f) a few keywords for your question or skim the list in the appropriate category (after sorting the table into the faction that it would likely be contained to.)&lt;br /&gt;
&lt;br /&gt;
Regardless, &#039;&#039;&#039;ignorance is not an excuse&#039;&#039;&#039;. So the rulings above should be relied upon nevertheless as an extension of the [[Rules]] page. But the main [https://discord.gg/YevnsuPK Colonial Marine&#039;s discord] (as mentioned at the start) can be relied upon for knowledge on what new rulings have been made; this is simply an easy to access historic rulings/a better repository of the [https://discord.com/channels/150315577943130112/799876013680492544 #rule-clarification] channel there.&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=OUTDATED:_Rules_Clarification&amp;diff=40353</id>
		<title>OUTDATED: Rules Clarification</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=OUTDATED:_Rules_Clarification&amp;diff=40353"/>
		<updated>2026-03-11T06:30:08Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas moved page Rules Clarification to OUTDATED: Rules Clarification: Probably shouldn&amp;#039;t seem like it&amp;#039;s relevant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header|HeaderContent=Deprecated Page|SubContent=This page is no longer in use or updated. Any clarifications listed here are considered void. Please refer to the rules on https://cm-ss13.com/rules|PrimaryColor=#b71c1c}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #FF7F7F;&amp;quot;&amp;gt;&#039;&#039;&#039;Please bear in mind this page is subject to constant change as it is a repository for the main [https://discord.gg/cmss13 Colonial Marines discord&#039;s] [https://discord.com/channels/150315577943130112/799876013680492544 #rule-clarification] channel. Late updates to this page may happen, and so it&#039;s recommended to use this page mostly as a way to view long-standing rule-clarifications.&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;(You may ask maintainers to add a missed Rule Clarification to contribute to a more accurate page)&#039;&#039;&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;Roleplay Rulings&amp;quot;&amp;gt;&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; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=300 |Question&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Answer&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Date Clarified &lt;br /&gt;
|-&lt;br /&gt;
!Can you RP urinating on someone?&lt;br /&gt;
| &lt;br /&gt;
No. It&#039;s LRP &amp;amp; 18+&lt;br /&gt;
|&lt;br /&gt;
16/01/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Call The Incendiary OB &amp;quot;Coom OB&amp;quot;?&lt;br /&gt;
| &lt;br /&gt;
No, it&#039;s LRP/18+ and a sexual reference meme.&lt;br /&gt;
|&lt;br /&gt;
21/01/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Call Runner &amp;quot;Rooner&amp;quot; In Character?&lt;br /&gt;
| &lt;br /&gt;
Yes so long as it doesn’t become a problem.&lt;br /&gt;
|&lt;br /&gt;
21/01/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Mutiny The Acting CO During Hijack?&lt;br /&gt;
| &lt;br /&gt;
No, but you can mutiny the acting CO if he refuses evacuation as it would be a life or death situation and drastic action may be taken.&lt;br /&gt;
|&lt;br /&gt;
31/01/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Jailbreak Before First Drop?&lt;br /&gt;
| &lt;br /&gt;
No.&lt;br /&gt;
|&lt;br /&gt;
10/02/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Refuse To Deploy Until Someone Is Released From Jail, Or To Break Them Free?&lt;br /&gt;
| &lt;br /&gt;
No.&lt;br /&gt;
|&lt;br /&gt;
10/02/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Wear Funny Uniforms Found On Colony Like Pyjamas Or School Girl Uniforms&lt;br /&gt;
| &lt;br /&gt;
If you&#039;re a PFC, go for it, but you&#039;re still susceptible to marine law. SLs are held to higher standards and should not do it.&lt;br /&gt;
|&lt;br /&gt;
27/04/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use Egyptian Hieroglyphs In-Game?&lt;br /&gt;
| &lt;br /&gt;
No, You will be warned and/or given an immediate ban due to it lagging everyone who can see it. Also, if you use it in a command announcement as an SO/XO/Whatever job you’ll be job-banned. If you do it as a CO your whitelist will be revoked immediately on the spot.&lt;br /&gt;
|&lt;br /&gt;
03/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!As An XO Am I Bound To CO Guidelines?&lt;br /&gt;
| &lt;br /&gt;
Yes and no, there are certain things you are expected to do if you’re leading the operation as an XO, which are server rule breaks. Examples being: You must build a FOB and can’t leave the primary LZ defenceless, Shitposting command announcements, etc... If your actions are putting marines at a deliberate disadvantage, you’re effectively griefing and shall not do it. If a CO guideline breach is also a obvious server rule break, we suggest you not do it.&lt;br /&gt;
|&lt;br /&gt;
18/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!I Use A Common Name That Just Happens To Be Used By A Real Famous Person, Do I Need To Change It?&lt;br /&gt;
| &lt;br /&gt;
It depends if it&#039;s a common normal name. If you don&#039;t roleplay like the person or character, and your name is something common like Michael Bolton. Now if you play as Michael Jordan and start talking about basketball, not so much. Staff still reserve the right to make a judgement call and may ask you to change your name.&lt;br /&gt;
|&lt;br /&gt;
20/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!At What Point Do Shenanigans Become Griefing Or An OOC Issue&lt;br /&gt;
| &lt;br /&gt;
Shenanigans become a IC issue into a OOC issue if it causes a major round disruption, or you do not have a reasonable roleplay reason to do it. Pretending to be a macho marine and messing around with your buddy or friends is one thing. Going around randomly bolting doors and sabotaging the ship just because you feel like it or “screw MPs/screw command” are antagonist actions and are subject to punishment. High tier griefing is still griefing.&lt;br /&gt;
|&lt;br /&gt;
27/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Sabotage The Brig To Prevent MPs From Doing Their Jobs, Or Sabotage The Brig In Case My Buddies Get Jailed During Round Start?&lt;br /&gt;
| &lt;br /&gt;
No, this is self-antagging and griefing&lt;br /&gt;
|&lt;br /&gt;
27/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can An MP Bait Me Into Breaking Marine Law So They Can Arrest Me?&lt;br /&gt;
| &lt;br /&gt;
MPs should not be antagonizing marines into breaking marine law, this goes against marine law and is a violation. You should ahelp if this occurs. However if you break marine law while an MP sees it, this is not baiting an arrest.&lt;br /&gt;
|&lt;br /&gt;
15/08/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Save My Buddy From Being Arrested By An MP?&lt;br /&gt;
| &lt;br /&gt;
Yes, but you have to use proper escalation and force per server rules, and if in your actions trying to stop this player from being arrested result in a round derail, you and anyone else involved can be held accountable for round start shenanigans by staff.&lt;br /&gt;
|&lt;br /&gt;
15/08/2021&lt;br /&gt;
|-&lt;br /&gt;
!What Are The Rules On Hostile ERT Teaming Up With USCM?&lt;br /&gt;
| &lt;br /&gt;
Hostile ERTs are hostile, but if the ERT sees xenos, there may be a need to team up in the interest of saving ones life. However, these cease fire and truces are on the fly and may be considered uneasy. If the UPP/CLF/Hostile Freelancers or USCM decides to betray the other side, that&#039;s the risk taken. Friendly Freelancers should state their intentions to help, and Hostile Freelancers should state their intention is to pillage the ship.&lt;br /&gt;
|&lt;br /&gt;
16/08/2021&lt;br /&gt;
|-&lt;br /&gt;
!MP OOC Protections Again?&lt;br /&gt;
| &lt;br /&gt;
Removed during MP removal tests, also will not be returning if MPs do return after the test&lt;br /&gt;
|&lt;br /&gt;
13/09/2021&lt;br /&gt;
|-&lt;br /&gt;
!Are APC&#039;s Considered &amp;quot;Secure Areas&amp;quot; For The Purposes Of Marine Law?&lt;br /&gt;
| &lt;br /&gt;
Yes. Support roles may stay within the APC as they would any other secure area. MP&#039;s may make use of the APC to travel from one secure area to another, but cannot use the APC as a way of heading to or arresting people on the frontlines.&lt;br /&gt;
|&lt;br /&gt;
17/02/2022&lt;br /&gt;
|-&lt;br /&gt;
!Am I Allowed To Deconstruct The Ship Before First Drop?&lt;br /&gt;
| &lt;br /&gt;
Deconstruction of the ship should not be occuring before first drop &amp;amp; confirmed contact. The marines would not immediately resort to taking their warship to pieces for a random unconfirmed distress call. This also includes deconstruction of things like chairs in briefing, however does not include the barrels and crates scattered around maintenance. Modifications to the ship as well should not be made with meta-purposes, no building a maze or bunker on the ship intended to help secure the ship for hijack before you even know hijack is a thing.&lt;br /&gt;
|&lt;br /&gt;
23/02/2022&lt;br /&gt;
|-&lt;br /&gt;
!As A Ship Side Xeno Pre Hijack, Can I Target Critical Equipment Such As Powerloaders Or Tcomms?&lt;br /&gt;
| &lt;br /&gt;
General damage is fine, but specifically targeting irreplaceable equipment is not allowed. You can attack communications but exclusively going there is meta due to not knowing the importance of that one place/not knowing the layout of the ship. This is also the same for exclusively going to CIC in an attempt to decapitate the marine capabilities.&lt;br /&gt;
|&lt;br /&gt;
04/04/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I As CLF Dress Up As A Marine To Trick And Kill Them, Or As A Marine Dress Up As CLF/Another Hostile Faction?&lt;br /&gt;
| &lt;br /&gt;
No. No pretending to be friendly then backstabbing, outside of events with specific permission. This does not include pretending to comply with an arrest and running.&lt;br /&gt;
|&lt;br /&gt;
05/04/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can Xenos Refer To Humans By Name, And Humans Refer To Xenos By Prefix?&lt;br /&gt;
| &lt;br /&gt;
No, the Xenos have no idea a human is so and so, and humans have no idea a Xeno has a “Nick name” Terms should be generic such as caste, tall host, specialist type etc.&lt;br /&gt;
|&lt;br /&gt;
17/04/2022&lt;br /&gt;
|-&lt;br /&gt;
!Where Does The Vehicle Crewman Job Fall As Far As RP Standards/Expectations Go?&lt;br /&gt;
| &lt;br /&gt;
Vehicle Crewmen fall into the same bracket of IC and OOC expectations as SL&#039;s, RTOs, Specs and Smartgunners - this means that their character concept is meant to be somewhat grounded in our setting and perhaps more importantly they are bound by OOC rules to follow orders from the officer in command of the operation to the best of their ability unless doing so would put their life and/or the APC under direct threat.&lt;br /&gt;
|&lt;br /&gt;
24/06/2022&lt;br /&gt;
|-&lt;br /&gt;
!What, If Any, Images Are Acceptable In CIC And Queen Broadcasts?&lt;br /&gt;
| &lt;br /&gt;
Players in command roles on both sides are allowed to post direct links to images containing current map (from sources like the webmaps or wiki images of the map) or images of the tacmap, with drawn on overlays giving directions/other information as long as they are kept reasonably IC.&lt;br /&gt;
|&lt;br /&gt;
28/06/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use The Gibber To Make Meals Out Of Dead Marines As A Chef Or Any Other Role?&lt;br /&gt;
| &lt;br /&gt;
No. While there is nothing stopping you from doing that mechanically, grinding the bodies of recently deceased marines or random survivors to serve them as meals does not fit our established setting and would be considered a heinous/insane act. As such, it is considered to fall below the expected RP standard for all roles outside of events and is not allowed per our server rules.&lt;br /&gt;
|&lt;br /&gt;
07/14/2022&lt;br /&gt;
|-&lt;br /&gt;
!Are There Any Rules For The Corporate Liaison In Handing Out Their Items Such As Drugs And Implants?&lt;br /&gt;
| &lt;br /&gt;
There needs to be roleplay between the Corporate Liaison and the other party. The Corporate Liaison should not be on the front line or at briefing handing out items like Ultrazine and saying LRP stuff such as &amp;quot;Free candy!&amp;quot; The items should be in exchange for the party working on behalf of W-Y interests, not just &amp;quot;Marine be my bodyguard, heres free ultra&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
08/26/2022&lt;br /&gt;
|-&lt;br /&gt;
! Can hostile survivors kill other survivors?&lt;br /&gt;
| &lt;br /&gt;
No. Given the nature of the situation you are in you should be primarily focusing on surviving and should be at least neutral to the other survivors.&lt;br /&gt;
|&lt;br /&gt;
04/14/2023&lt;br /&gt;
|-&lt;br /&gt;
! Can Chem ERTs Deploy After Their Mission Is Accomplished?&lt;br /&gt;
| &lt;br /&gt;
Not without explicit admin approval as a minor event.&lt;br /&gt;
|&lt;br /&gt;
05/03/2023&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gameplay Rulings&amp;quot;&amp;gt;&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; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=300|Question&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Answer&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Date Clarified &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Faction&lt;br /&gt;
|-&lt;br /&gt;
!When can defenses and major preparation on the Almayer be made after an evacuation?&lt;br /&gt;
|&lt;br /&gt;
When the shuttle hijack message is announced.&lt;br /&gt;
|&lt;br /&gt;
16/08/2022&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I kill Captures Close To Bursting To Farm Acid Stacks?&lt;br /&gt;
| &lt;br /&gt;
No. You should not be deliberately killing your captures to farm a game mechanic. It&#039;s LRP and exploitative.&lt;br /&gt;
|&lt;br /&gt;
21/01/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Banish Xenos In Research So They Can Be Killed To Reclaim Larva?&lt;br /&gt;
| &lt;br /&gt;
No, Banish is for xenos that are disobeying the Queen or otherwise breaking the RP Standards for xenos.&lt;br /&gt;
|&lt;br /&gt;
21/01/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!As A Xeno Can I Bomb The Generators With Fuel Tanks?&lt;br /&gt;
| &lt;br /&gt;
No.&lt;br /&gt;
|&lt;br /&gt;
16/02/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Overdose An MP On Chems To Avoid Arrest?&lt;br /&gt;
| &lt;br /&gt;
No, it&#039;s similar to shooting at an MP, can be lethal, and is a misuse of chems. It&#039;s also LRP, as a realistically played character wouldn&#039;t cause someone harm to avoid an arrest. I.E you cannot overdose them on inaprovaline to cause them to fall asleep.&lt;br /&gt;
|&lt;br /&gt;
12/03/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I OB LV Beach Before Fog Drops?&lt;br /&gt;
| &lt;br /&gt;
Yes, as long as you know it&#039;s xenos on the other side, I.E can see structures etc.&lt;br /&gt;
|&lt;br /&gt;
17/03/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can You Railgun The Dropships After Hijack And Such?&lt;br /&gt;
| &lt;br /&gt;
No, Railguns will be treated similarly to OB&#039;s, aka after hijack you can no longer use it. In short, is the OB Locked from being fired? If yes, you are not allowed to use the railgun.&lt;br /&gt;
|&lt;br /&gt;
23/04/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use C4, Alternative Explosives Or Lethal Weapons To Break Someone Out Of Jail?&lt;br /&gt;
| &lt;br /&gt;
No.&lt;br /&gt;
|&lt;br /&gt;
10/02/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Deploy As A Doctor?&lt;br /&gt;
| &lt;br /&gt;
Yes you can. However, you must stay away from the front-lines and be in general safety. You shouldn&#039;t ignore your duties and turn into a combat medic.&lt;br /&gt;
|&lt;br /&gt;
18/05/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use Disposal System To Move Around?&lt;br /&gt;
| &lt;br /&gt;
Yes, as long as the areas you&#039;re entering aren&#039;t out of bounds, for example, lifeboats and space. Using it as an alternative to break into areas you can access by other means like brig is allowed for example.&lt;br /&gt;
|&lt;br /&gt;
21/05/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!What Can Non Combat Support Roles Do If They Deploy To The Area Of Operations?&lt;br /&gt;
| &lt;br /&gt;
They are restricted to the FOB, or a very secured area (multiple cades in all directions, such as a secondary FOB). MPs should only be doing control and can only go to the front lines in fresh pursuit. Techs should be helping to build a FOB or secured area. Doctors are restricted to FOB, secondary FOB, or medical APC. Doctors are not to be combat medics running into danger to pull wounded or dead marines out of combat.&lt;br /&gt;
|&lt;br /&gt;
24/05/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!What Is The Extent That A Queen Can De-Evolve Xenos? &lt;br /&gt;
| &lt;br /&gt;
Queens can de-evolve someone if they want to add a certain caste such as de-evolving a praetorian for a boiler. However forcing everyone to go just one type of T3 falls under the meme hive clause and is prohibited.&lt;br /&gt;
|&lt;br /&gt;
31/05/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Dismantle The Ship For Metal?&lt;br /&gt;
| &lt;br /&gt;
At the current state of the game with this ruling, metal and plasteel are hard to come by. The previous ruling about dismantling chairs and shelving has been shelved. However this may be changed in the future depending on future development in the game and balancing of the metal economy. However this still requires the proper authorizations per ML and SOP.&lt;br /&gt;
|&lt;br /&gt;
04/09/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Booby Trap The Dropship?&lt;br /&gt;
| &lt;br /&gt;
After first drop, you can booby trap the dropship, however it is suggested you don’t go overboard as you risk other marines being harmed. If this becomes an issue, developers may make a mechanical lock to prevent explosives from being placed in the dropship. The only exception is if marines are given actual in-game intelligence before first drop that xenos are on the planet (Event, Survivor&#039;s make contact with USCM, etc...) &lt;br /&gt;
|&lt;br /&gt;
06/10/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Not Take A Specialist Kit If I Get The Role, But I Want To Loot Other Spec Kits If The Player Dies, Or I Didn&#039;t Get The kit I Wanted At Spawn?&lt;br /&gt;
| &lt;br /&gt;
No this is wasting a slot, you pick a kit on spawn. If the kit you wanted is not available, and you do not want to play because of this, you have the option to head to cyro.&lt;br /&gt;
|&lt;br /&gt;
15/10/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can Xenos Wall In Dead Marines?&lt;br /&gt;
| &lt;br /&gt;
As of this ruling we’re running an administrative test. Xeno morphs are no longer permitted to wall in dead marine corpses. You can still build front line defenses and at the most one or two spaces should be near a dead marine. But no more 9x9 thick resin walls to hide a marine&lt;br /&gt;
|&lt;br /&gt;
17/10/2021&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Shoot A Fellow Marine If They&#039;re Being Dragged Off By Xenos, To Stop Them Getting Captured?&lt;br /&gt;
| &lt;br /&gt;
No, not without their consent either ICly (Screaming at you to kill them) or OOCly (if they tell you in LOOC they are fine to be shot if captured. This isn&#039;t frequent)&lt;br /&gt;
|&lt;br /&gt;
15/12/2021&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Kill Monkeys As A Survivor?&lt;br /&gt;
| &lt;br /&gt;
No, not until Marines have landed. This is to prevent the round being stunted.&lt;br /&gt;
|&lt;br /&gt;
04/01/2022&lt;br /&gt;
|&lt;br /&gt;
Survivors&lt;br /&gt;
|-&lt;br /&gt;
!Can I Attack The Hive As A Survivor?&lt;br /&gt;
| &lt;br /&gt;
Not at round start, once the Xenos have developed T1s and are out of the hive you may go on the offensive.&lt;br /&gt;
|&lt;br /&gt;
04/01/2022&lt;br /&gt;
|&lt;br /&gt;
Survivors&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use CAS On The Dropship After Xenos Called It Down And Are Boarding?&lt;br /&gt;
| &lt;br /&gt;
No, for the same reason OB is mechanically restricted, CASing the dropship post theft will get you into trouble.&lt;br /&gt;
|&lt;br /&gt;
09/01/2022&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Wall Off The Dropship Consoles?&lt;br /&gt;
| &lt;br /&gt;
No. It&#039;s metagaming.&lt;br /&gt;
|&lt;br /&gt;
16/01/2022&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Banish AFK larva At Roundstart To Get Respawns?&lt;br /&gt;
| &lt;br /&gt;
It depends, and should be ahelped.&lt;br /&gt;
|&lt;br /&gt;
02/02/2022&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use Larva As Recon To Find Survivors?&lt;br /&gt;
| &lt;br /&gt;
Absolutely not. Larva are not recon castes, and using them to find survivors goes against the principle they should stay in the hive, and puts them in danger.&lt;br /&gt;
|&lt;br /&gt;
08/04/2022&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I As A Xeno Board The Dropship On First Drop To Cause Havoc On The Almayer?&lt;br /&gt;
| &lt;br /&gt;
No, this should not be done until at least second drop, when general attacks around/at the FOB are accepted.&lt;br /&gt;
|&lt;br /&gt;
18/06/2022&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
!Can I Fire An OB On The LZ As Soon As The Dropship Takes Off From The Almayer, Before The Queen Can Lock It?&lt;br /&gt;
| &lt;br /&gt;
No, this would be meta without IC justification. For all you know there could be technical malfunction. In most cases you have no reason to suspect it has anything to do with the LZ or xenos. If you have IC justification you can do so, but this is subject to review at the time. In cases where you think you&#039;re justified to fire OB on the LZ after dropship takes off from the Almayer, ahelp your reasoning at same time as firing or before if possible&lt;br /&gt;
|&lt;br /&gt;
11/04/2022&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
|-&lt;br /&gt;
!Can I Kill Marines Gearing Up In Cryo Or Prep Before Hijack, Because On Red Alert They Are Equipped With Mod 88s?&lt;br /&gt;
| &lt;br /&gt;
No, Xenomorphs cannot attack marines gearing up in cryo or prep outside of hijack.&lt;br /&gt;
|&lt;br /&gt;
18/06/2022&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Can I pretend to be friendly to the USCM as a hostile survivor (CLF) but then become hostile later?&lt;br /&gt;
| &lt;br /&gt;
No. You must be consistently and actively hostile to USCM personnel if you want to be hostile at all.&lt;br /&gt;
|&lt;br /&gt;
16/03/2023&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Can the Combat Correspondent leave safe areas?&lt;br /&gt;
| &lt;br /&gt;
Yes but you should not be fighting at the frontline like a regular marine and should attempt to disengage and run if attacked by hostiles.&lt;br /&gt;
|&lt;br /&gt;
22/03/2023&lt;br /&gt;
|&lt;br /&gt;
Marines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! What is off limits for xenos who have gotten aboard the Almayer before hijack?&lt;br /&gt;
| &lt;br /&gt;
You cannot attack anyone who is freshly spawned out of cryo or in prep. No &amp;quot;spawn camping&amp;quot;.&lt;br /&gt;
Previous meta rules regarding attacking specific locations or devices are nullified.&lt;br /&gt;
|&lt;br /&gt;
12/05/2023&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
! Can I guard a dead human to make sure they go into permanent death?&lt;br /&gt;
| &lt;br /&gt;
No, this is akin to walling off dead bodies, which is still forbidden. If a human is dead, they&#039;re dead. You can only guard a body if a queen makes their intent to gib the body known.&lt;br /&gt;
|&lt;br /&gt;
27/05/2023&lt;br /&gt;
|&lt;br /&gt;
Aliens&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bug Rulings&amp;quot;&amp;gt;&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; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=300|Question&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Answer&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Date Clarified &lt;br /&gt;
|-&lt;br /&gt;
!Can I Fire Multiple OB Shots At The Same Time?&lt;br /&gt;
| &lt;br /&gt;
No, if exploited you will get you punished.&lt;br /&gt;
|&lt;br /&gt;
27/02/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Go To Space?&lt;br /&gt;
| &lt;br /&gt;
No you can&#039;t, space is meant to be unreachable. If you go into space, then you&#039;re exploiting a bug. Only time you should be in space is if staff members somehow made it part of an event or you somehow got knocked into it and it wasn&#039;t your fault. If that happens, ahelp. Exploiting can lead to bans.&lt;br /&gt;
|&lt;br /&gt;
27/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Implant Motion Detector In Chest?&lt;br /&gt;
| &lt;br /&gt;
No, it&#039;s unintended and makes no sense. MD has a screen, so how will you operate it without looking at the screen lore-wise? Don&#039;t do it.&lt;br /&gt;
|&lt;br /&gt;
03/06/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Place Acid Traps Intentionally So They Trigger From Behind Walls?&lt;br /&gt;
| &lt;br /&gt;
No, Traps Are Not Meant To Trigger From Behind Walls.&lt;br /&gt;
|&lt;br /&gt;
29/05/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Build Airlock Doors On Top Of The Dropship Doors To Make Them More Secure?&lt;br /&gt;
| &lt;br /&gt;
Per developers this is not intended, will be treated at bug abuse until a fix is made&lt;br /&gt;
|&lt;br /&gt;
06/09/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Drag The Queen To A Flank So She Doesn&#039;t Make Any Sound?&lt;br /&gt;
| &lt;br /&gt;
No. This is bypassing a mechanic intended to pre-announce the Queen&#039;s presence. Dragging her while AFK, injured or otherwise is fine, but moving the Queen via dragging to avoid footstep sounds is bypassing this feature.&lt;br /&gt;
|&lt;br /&gt;
24/06/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Build Cameras On The Colony And Link Them To The Almayer?&lt;br /&gt;
| &lt;br /&gt;
No, this is a bug exploit and is not intended to be possible.&lt;br /&gt;
|&lt;br /&gt;
24/06/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Plant A Custom C4 On A Mouse, Then Put It Into My Backpack So It Can Be Detonated Via Remote Trigger If I Am Capped?&lt;br /&gt;
| &lt;br /&gt;
No. That is a bug that will be soon patched up. As a general rule, C4 is not supposed to be mobile after planting and is supposed to be clearly visible once it is planted. Anything that bypasses those two conditions is most likely a bug in which case you should report it and stop using it.&lt;br /&gt;
|&lt;br /&gt;
08/20/2022&lt;br /&gt;
|-&lt;br /&gt;
!What About OT Grenades? Can I Set Them On A High Timer, Prime Them, Put Them In My Pack, Then Get Capped On Purpose?&lt;br /&gt;
| &lt;br /&gt;
No. Blowing up the hive and caps with any explosive hidden in your backpack is not an intended mechanic.&lt;br /&gt;
|&lt;br /&gt;
08/22/2022&lt;br /&gt;
|-&lt;br /&gt;
!Push Ups, Or Any Other Mechanic, Has Made My Character Permanently Horizontal, Allowing Me To Move/Shoot At Regular Speed And While Holding My Gun. Can I Use This Mechanic Because I Find It Entertaining Or For Any Other Reason?&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
No. Making your character permanently horizontal is jarring from an IC standpoint and skirts our memery/ooc behavior rules and is clear bug abuse as well. Moving forward, purposefully abusing this mechanic will be treated as blatant bug abuse.&lt;br /&gt;
&lt;br /&gt;
The only allowed way of  movement via remaining horizontal on the screen is using the crawling mechanic, done by moving while laying down.&lt;br /&gt;
|&lt;br /&gt;
18/06/2022&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;Miscellaneous Rulings&amp;quot;&amp;gt;&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; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=300|Question&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Answer&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; |Date Clarified &lt;br /&gt;
|-&lt;br /&gt;
!If I get hacked on discord or game, or if someone uses my account and breaks rules and gets me permanently banned do I have any recourse.&lt;br /&gt;
| &lt;br /&gt;
Your account is your responsibility. If you get hacked via a discord trojan and you recover your account and enable F2A we will take that into consideration. However, if someone physically gets access to your BYOND and breaks our rules, the account/CKEY is held accountable. You can always appeal it, but remember we’re not a big fan of “well my brother did it” so if you’re going to use this argument, make sure you can give us reasons to believe you.&lt;br /&gt;
|&lt;br /&gt;
13/07/2021&lt;br /&gt;
|-&lt;br /&gt;
!I&#039;m Really Good As A Xeno Queen, Can I Ask The Queen To Swap With Me?&lt;br /&gt;
| &lt;br /&gt;
No let the queen play, you&#039;ll get another chance to queen. Queens are only replaced if they need to leave/disconnect or if the queen player themselves decides they cannot do the role.&lt;br /&gt;
|&lt;br /&gt;
13/08/2021&lt;br /&gt;
|-&lt;br /&gt;
!Am I Allowed To Stream CM Without Delay?&lt;br /&gt;
| &lt;br /&gt;
Yes, however metacommunications rules and others still apply.&lt;br /&gt;
|&lt;br /&gt;
14/10/2021&lt;br /&gt;
|-&lt;br /&gt;
!Can I Rebind M1 Or Another Button To The Scroll Wheel To &amp;quot;click&amp;quot; Faster?&lt;br /&gt;
| &lt;br /&gt;
No, similar to auto-clickers this is not allowed. We cant prove it easily, but if we have reasonable suspicion, we will take action.&lt;br /&gt;
|&lt;br /&gt;
16/05/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Use Macros/Create Them With Third Party Software To Do Multiple Things At Once?&lt;br /&gt;
| &lt;br /&gt;
No, making macro&#039;s outside of byond should be refrained from, but if we have reasonable suspicion, we will take action.&lt;br /&gt;
|&lt;br /&gt;
16/05/2022&lt;br /&gt;
|-&lt;br /&gt;
!Can I Spam The Give Item Dialogue To Mechanically Disrupt Players In Game?&lt;br /&gt;
| &lt;br /&gt;
No. This is considered an exploit and will be met with an immediate ban.&lt;br /&gt;
|&lt;br /&gt;
27/06/2022&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;
=== How To Use ===&lt;br /&gt;
There is 4 categories in order to make the stream of clarifications easier to digest:&lt;br /&gt;
* Roleplay Rulings - usually contains marine law, roleplay or meta-knowledge rulings.&lt;br /&gt;
* Gameplay Rulings - contains rulings relating to the main gameplay or balance.&lt;br /&gt;
* Bug Rulings - contains rulings that relate to what is and isn&#039;t a bug exploit.&lt;br /&gt;
* Miscellaneous Rulings - anything that does not fit into the categories above, which can include things that are not part of the normal game state.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you do not read it in it&#039;s entirety, and instead use it as a confirmation source when you want to know if something borderline or questionable is allowed or not. This can be done in a variety of ways, however it is recommended you search up (with ctrl+f) a few keywords for your question or skim the list in the appropriate category (after sorting the table into the faction that it would likely be contained to.)&lt;br /&gt;
&lt;br /&gt;
Regardless, &#039;&#039;&#039;ignorance is not an excuse&#039;&#039;&#039;. So the rulings above should be relied upon nevertheless as an extension of the [[Rules]] page. But the main [https://discord.gg/YevnsuPK Colonial Marine&#039;s discord] (as mentioned at the start) can be relied upon for knowledge on what new rulings have been made; this is simply an easy to access historic rulings/a better repository of the [https://discord.com/channels/150315577943130112/799876013680492544 #rule-clarification] channel there.&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=40351</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=40351"/>
		<updated>2026-03-08T08:39:46Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* USCM Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&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;
For information on what other forces are equipped with see [[Non-USCM Equipment]].&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;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;
{{Template:Autowiki/Content/Gun/M4A3 service pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/88 Mod 4 combat pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M44_combat_revolver}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M10 auto pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M39 submachinegun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41A pulse rifle MK2}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4RA battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M37A2 pump shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M5 &#039;Night Raider&#039; bayonet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M11 Throwing Knife&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M2132 Machete&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
&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;
{{Template:Autowiki/Content/Gun/M42A scoped rifle}}{{Template:Sniper Rifle Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM43E1 experimental anti-materiel rifle}}{{Template:Sniper Rifle Abilities}}{{Template:XM43E1 Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M92 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M5 RPG}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4RA custom battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M240-T incinerator unit}}|-&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;
{{Template:Autowiki/Content/Gun/Mateba autorevolver custom}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/polished_vintage_Desert_Eagle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M44 custom combat revolver}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/VP78 pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4A3 custom pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4A4 service pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/SU-6 Smartpistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M82-F flare gun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M56B_smartgun}}{{Template:Smartgun Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/MK221 tactical shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/MOU53 break action shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M81 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M79 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M240A1 incinerator unit}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41AE2 heavy pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41A pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M46C pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M56C &#039;Cavalier&#039; smartgun}}{{Template:Smartgun Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM88 heavy rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M6H-BRUTE_launcher_system}}|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center&amp;quot; |&amp;lt;span id =&amp;quot;Ceremonial Sword&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; | 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;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&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 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M56D Mounted Smartgun&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M2C Heavy Machine Gun&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M20 Mine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;UA 571-C Sentry&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
{{UA 571-C Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;UUA 42-F Sentry Flamer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Flamer-Sentry-Gun.png|64px]]&lt;br /&gt;
[[#UA 42-F Sentry Flamer |&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;21S Tesla Coil&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Tesla-Coil.png|64px]]&lt;br /&gt;
[[#21S Tesla Coil |&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;JIMA Planted Flag&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Defence-Flag.png|64px]]&lt;br /&gt;
[[#JIMA Planted Flag |&#039;&#039;&#039;JIMA Planted Flag&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|[[File:sentry_upgrade_kit.png|64px]]&lt;br /&gt;
[[#Sentry Upgrade Kit|&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M402 Mortar&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&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;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(255, 105, 0, 0.1);&amp;quot;|To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;C4 Explosive Charge&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Combat Technicians&#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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Breaching Charge&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{Breaching_Charge_Description}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Type 5 Shrapnel Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Type 8 White Phosphorus Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Webley Mk15 Stick Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Improvised Fire Bomb&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M12 Blast Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M15 Fragmentation Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;G2 Electroshock Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:G2_Grenade.png|64px]]&lt;br /&gt;
[[#G2 Electroshock Grenade|&#039;&#039;&#039;G2 Electroshock Grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it&#039;s sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.&lt;br /&gt;
&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HPDP Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEDP Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEFA Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-F 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Video Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirburstDemo.mp4]]&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-I 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-S 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M74 Smoke Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-S 40mm Grenade|&#039;&#039;&#039;M74 AGM-S 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HIDP Incendiary Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Combat Technicians&#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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HSDP Smoke Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 MFHS Metal Foam grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Metal Foam Grenade.png|64px]]&lt;br /&gt;
[[#M40 MFHS Metal Foam grenade|&#039;&#039;&#039;M40 Metal Foam grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.&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;
&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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEDP Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HPDP Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M40_HPDP_box.png |64px]]&lt;br /&gt;
[[#M40 HPDP Box|&#039;&#039;&#039;M40 HPDP 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 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEFA Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-F Grenade Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M07 Training grenade Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (M4A3 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (Marksman M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (Heavy M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (88 Mod 4 AP x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (SU-6 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (VP78 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4A3 Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA AP Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4A3 Hollow Point Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Incendiary Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Incendiary Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Light Explosive Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Slug Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[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;
&#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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Buckshot Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Flechette Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Beanbag Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;458 SOCOM Bullets Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets 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 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;AP Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;LE Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA incendiary 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;AP SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;LE SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Discontinued 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;
{{Template:Autowiki/Content/Gun/L42A battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM51 breaching scattergun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M37 pump shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&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;
=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;
{{Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Compact Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Extended Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Extended Recoil Compensator‎}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Extended Spiked Recoil Compensator‎}}&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;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Micro Dot Sight Stats‎}}&lt;br /&gt;
&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&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;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Micro Laser Module Stats‎}}&lt;br /&gt;
&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle 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;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;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Folding Stock‎‎}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Solid Stock‎}}&lt;br /&gt;
&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&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;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&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;
=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;mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |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;
&amp;lt;span id =&amp;quot;G8-A General Utility Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Light General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Medium General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Shotgun Shell Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Shotgun Shell Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Explosive Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pistol Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Pistol Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pistol Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Flare Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Radio Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Bayonet Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 5 throwing 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;
!&amp;lt;span id =&amp;quot;Survival Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Document Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Tools Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Electronics Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Construction Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Medical Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Autoinjector Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 hospital corpsmen, 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;
!&amp;lt;span id =&amp;quot;Medkit Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also 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;
!&amp;lt;span id =&amp;quot;First Responder Tactical Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Syringe Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Chemist Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Vial Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pressurized Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 [[Hospital Corpsman|Hospital Corpsman&#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;
!&amp;lt;span id =&amp;quot;Flame Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Sling Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Machete Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;Webbing&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Black Webbing&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Brown Webbing Vest&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Drop Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M272 Pattern Knife Vest&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Ammo Load Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Shotgun Shell Load Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern Knife Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M40 HEDP Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M40 HEDP Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern Toolbelt Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Toolbelt Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Medical Storage Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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. 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;
!&amp;lt;span id =&amp;quot;M276 Pattern Lifesaver Bag&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M804 Heavy Gunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.&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;
!&amp;lt;span id =&amp;quot;M804 Heavy Gunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M280 Smartgunner Drum Belt&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 pattern 45-70 loading rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;USCM mortar shell backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Lightweight IMP Backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Technician Welderpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Technician Welder-Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM logistics IMP backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M68 Thermal Cloak&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M3 Sniper&#039;s Smock&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Broiler-T flexible refueling system&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M22 Rocket Bags&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM IMP M63A1 Grenade Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Radio  Telephone Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Fireteam Leaders&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Marine Commanding Officer Backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M103 pattern Tank-Ammo rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Pyrotechnician G4-1 Fuel Tank&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|}&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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;Shoulder Holster&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M4A3 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern SU6 Smart pistol Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern M44 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M802 Pattern Smartgunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 [[Smartgunner|&#039;&#039;&#039;USCM Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern M82F flare gun holster rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M39 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;L44 M37A2 Scabbard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&amp;lt;span id =&amp;quot;H5 Pattern M2132 Machete Scabbard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;mw-collapsible&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;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|&amp;lt;span id =&amp;quot;Laser Designators&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&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;
|&amp;lt;span id =&amp;quot;Range Finders&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M2 Night Vision Goggles&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M94 Marking Flare Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M89 Marking Flare Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Motion Detector&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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 {{Key press|Z}} (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;
|&amp;lt;span id =&amp;quot;Data Detector&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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 {{Key press|Z}} (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;
|&amp;lt;span id =&amp;quot;Whistle&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Fulton Device&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;MB-6 Folding Barricade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Gas Mask&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Gas Mask}}&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;
|&amp;lt;span id =&amp;quot;Command Tablet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
A special device used by the Commander 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 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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;USCM Marine Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Marine Intelligence Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Staff Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Chief Engineer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Executive Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Commander Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Vehicle Crewman Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;mw-collapsible&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;
&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Heat absorbent coif&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Heat_absorbent_coif.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Heat absorbent coif|&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;]]&lt;br /&gt;
|{{Heat Absorbent Coif Description}}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Combat Boots&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Boots.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Combat Boots|&#039;&#039;&#039;Combat Boots&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;SWAT Mask&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:swat_mask.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#SWAT Mask|&#039;&#039;&#039;SWAT Mask&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
=Helmets=&lt;br /&gt;
A list of helmets which are paired with Armor. Essential for keeping your head on the battlefield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot;; style=&amp;quot;border: 2px solid black; &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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Pattern Marine Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Pattern Marine Helmet|&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|{{M10 Pattern Marine Helmet}} &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Technician Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_technician_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Technician Helmet|&#039;&#039;&#039;M10 Technician Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|{{M10 Technician Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M11 Pattern Leader Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M11Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M11 Pattern Leader Helmet|&#039;&#039;&#039;M11 Pattern Leader Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-S Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-S_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Helmet|&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M45 Ghillie Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Ghillie-Coif.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M45 Ghillie Helmet|&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Helmet|&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-G4 Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Helmet|&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Press Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Press_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Press Helmet|&#039;&#039;&#039;Press Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Pattern Military Police Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_Pattern_MP_Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Pattern Military Police Helmet|&#039;&#039;&#039;M10 Pattern Military Police Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact.&lt;br /&gt;
{{M10 Pattern MP Helm Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Riot Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:MP_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Riot Helmet|&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M50 Tanker Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M50 Tanker Helmet|&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M30 Tactical Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M30_Tactical_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M30 Tactical Helmet|&#039;&#039;&#039;M30 Tactical Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M12 Pattern Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:XM12_Pattern_Intel_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M12 Pattern Helmet|&#039;&#039;&#039;M12 Pattern Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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 or for your fantastic leadership.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intelligence Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Armor=&lt;br /&gt;
A list of multiple different 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;
{| 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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-L Pattern Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-L Pattern Light Armor|&#039;&#039;&#039;M3-L Pattern Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 EOD Pattern Heavy Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_heavy_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 EOD Pattern Heavy Armor|&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;B12 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B12 Pattern Personal Armor|&#039;&#039;&#039;B12 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{B12 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-S Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-S_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Light Armor|&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-S Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-T Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-T_Light_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-T Light Armor|&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-T Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M45 Pattern Ghillie Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-Sniper-Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M45 Pattern Ghillie Armor|&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M35 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M35 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-G4 Grenadier Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3G4_Grenadier_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Grenadier Armor|&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-G4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Press Body Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Press_Body_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Press Body Armor|&#039;&#039;&#039;Press Body Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{Press Body Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M2 Pattern MP Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern MP Armor|&#039;&#039;&#039;M2 Pattern MP Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M2 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Warden Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Warden_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Warden Armor|&#039;&#039;&#039;M3 Pattern Warden Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Warden Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Chief MP Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Chief_MP_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Chief MP Armor|&#039;&#039;&#039;M3 Pattern Chief MP Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 CMP Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Riot Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Riot_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Riot Armor|&#039;&#039;&#039;Riot Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{Riot Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M56 Combat Harness&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M56_Combat_Harness.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M56 Combat Harness|&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
|{{M56 Combat Harness}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M2 Pattern Officer Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Officer_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern Officer Armor|&#039;&#039;&#039;M2 Pattern Officer Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M2 Officer Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Tanker Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Tanker Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Tanker Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Tanker Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M4 Pattern Radio Operator Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:XM4_Pattern_Intel_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M4 Pattern Radio Operator Armor|&#039;&#039;&#039;M4 Pattern Radio Operator Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-VL Pattern Vest Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-VL_Pattern_Vest_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-VL Pattern Vest Armor|&#039;&#039;&#039;M3-VL Pattern Vest Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-VL Armor}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=40343</id>
		<title>Praetorian</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Praetorian&amp;diff=40343"/>
		<updated>2026-03-04T03:29:16Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &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 = &lt;br /&gt;
|img = Alien-Praetorian.png&lt;br /&gt;
|castetitle = Praetorian&lt;br /&gt;
|evolves_from = [[Warrior]], [[Spitter]]&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;Valkyrie&#039;&#039;&#039; - Play more like an Agressive support with your pheromones, healing on slash and armor/speed buff, and your ability to remove rejuvenate other xenomorphs. Never fight alone, as you can keep well over half a dozen aliens fighting at full capacity with your presence alone. Buff and engage with other xenomorphs, and switch your pheromones around as needed. Valkyrie 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 buff often to keep your Fury generating and used, and to keep your healing up. &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 Valkyrie. &lt;br /&gt;
&lt;br /&gt;
{{Autowiki/Content/XenoStats/Praetorian}}&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:#423042;&amp;quot; width=150|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!Corrosive Acid&lt;br /&gt;
|{{Ability_Passive_Corrosive_Acid_Description}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability&lt;br /&gt;
| name = {{Ability_Rest_Image}}&lt;br /&gt;
| description = {{Ability_Rest_Description}}}}&lt;br /&gt;
&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|-&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;
|-&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;
&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:#423042; text-align:center;&amp;quot; colspan=&amp;quot;4&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;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;Valkyrie&#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:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&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;
{{Autowiki/Content/XenoStats/Vanguard_Praetorian}}&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:#423042;&amp;quot; width=150|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&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 upon activation and the ability to pass through mobs.&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;
{{Autowiki/Content/XenoStats/Dancer_Praetorian}}&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:#423042;&amp;quot; width=150|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&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, and against static emplacements such as the M56D or M2C. &#039;&#039;&#039;Does not work on downed and stunned targets, or targets that have a ledge between you and them.&#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 80 plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TailHook.png]]&amp;lt;br&amp;gt;Tail Seize&lt;br /&gt;
|The Oppressor has a unique tail stab, instead called &#039;&#039;&#039;Tail Seize&#039;&#039;&#039;. Rather than taking 1 second to charge, it will instead take 0.5 seconds, and has a range of 3 tiles - however, it deals no damage, instead pulling the target in towards you and slowing them for 0.5 seconds upon their arrival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 Plasma, cooldown: 15 seconds.&lt;br /&gt;
|}&lt;br /&gt;
{{Autowiki/Content/XenoStats/Oppressor_Praetorian}}&lt;br /&gt;
&lt;br /&gt;
====== Valkyrie ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; width=150|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Fury&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: Your slashes, and healing allies with them build up a reserve of Fury required as a cost for some abilities. This reserve will also pool over time.&amp;lt;br&amp;gt;Your slashes also heal yourself and allies 3 tiles around you for 15 health per slash. This can be buffed by &#039;&#039;&#039;&#039;&#039;Tantrum&#039;&#039;&#039;&#039;&#039; to 30 per slash.&amp;lt;br&amp;gt;&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;
![[File:Protect_Heal.png]]&amp;lt;br&amp;gt;Tantrum&lt;br /&gt;
|Buff an targeted ally giving them 15 additional armor for 3 seconds, If the ally is a Crusher or Ravager you give them a speed boost instead of armor. Additionally buffing yourself with 10 armor and increasing your passives effects to 30 health per slash for 5 seconds.&lt;br /&gt;
&amp;lt;br&amp;gt;Cost 100 Plasma and 75 Fury. Cooldown 7 Seconds&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tail_Trip.png]]&amp;lt;br&amp;gt;High Gallop&lt;br /&gt;
|Knocks down enemies in front of you, in a 2x3 tile area. Also knocks back grenades.&lt;br /&gt;
&amp;lt;br&amp;gt;Costs Nothing. Cooldown 12 Seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;Fight or Flight&lt;br /&gt;
|An Area of a affect rejuvenation radiating out from you which removes negative effects from allies, it&#039;s range scales with your Rage. Starting at 4 tiles around you.&lt;br /&gt;
&amp;lt;br&amp;gt;Costs 300 Plasma and 75 Fury. Cooldown 45 Seconds&lt;br /&gt;
|-&lt;br /&gt;
![[File:Retrieve.png]]&amp;lt;br&amp;gt;Retrieve&lt;br /&gt;
|Pulls a targeted xenomorph ally to you and over your head if they&#039;re small enough, if they are large they need to be resting or are incapacitated.&lt;br /&gt;
&amp;lt;br&amp;gt;Costs 180 Plasma and 100 Fury. Cooldown 10 Seconds&lt;br /&gt;
|-&lt;br /&gt;
![[File:TailHook.png]]&amp;lt;br&amp;gt;Tail Fountain&lt;br /&gt;
|Allows you to extinguish a target on fire. Including other xenomorphs and marines.&lt;br /&gt;
&amp;lt;br&amp;gt;Cooldown 10 Seconds.&lt;br /&gt;
|}&lt;br /&gt;
{{Template:Autowiki/Content/XenoStats/Valkyrie Praetorian}}&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 Valkyrie Strain Praetorians may emit Pheromones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Pheromones_List}}&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>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=40342</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=40342"/>
		<updated>2026-03-02T02:44:22Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* 64px Automated Equipment Rack64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = SL.png&lt;br /&gt;
|jobtitle = Squad Leader [[File:Squad_leader_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Sergeant [Under 10hrs] / Staff Sergeant [10hrs] / Gunnery Sergeant [70hrs] &lt;br /&gt;
|superior = Command Staff&lt;br /&gt;
|unlock = Ten hours as any squad role and Three hours as [[Fireteam Leader]].&lt;br /&gt;
|duties = Lead your team. Follow orders from command.&lt;br /&gt;
|guides = None&lt;br /&gt;
|description= &lt;br /&gt;
You are responsible for the men and women of your squad. Make sure they are on task, working together, and communicating.&amp;lt;br&amp;gt;&lt;br /&gt;
You are also in charge of communicating with command and letting them know about the situation first hand. Keep out of harm&#039;s way.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;All right, sweethearts, what are you waiting for? Breakfast in bed? It&#039;s another glorious day in the Corps. A day in the Marine Corps is like a day on the farm: Every meal&#039;s a banquet. Every paycheck a fortune! Every formation&#039;s a parade! I love the Corps!&amp;quot;&#039;&#039; - Gunnery Sergeant Apone, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the &#039;&#039;&#039;Squad Leader (SL)&#039;&#039;&#039; of one of the main squads aboard the [[USS Almayer]]. You are entrusted with the lives of your soldiers, the men and women you will be fighting with on the frontiers of space, and the battlefields on various stations and colonies. You&#039;re the one &#039;&#039;&#039;keeping your squad together&#039;&#039;&#039;, so do it right. Your role is primarily &#039;&#039;&#039;Leadership&#039;&#039;&#039; and only secondarily combat. You&#039;re practically the only one with a brain down there, so you should do most of the thinking, and let your marines do most of the shooting. Don&#039;t leave your squad leaderless by ramboing into combat and becoming a casualty. It&#039;s important to know when to fall back. Ensure that your squad makes it back in one piece. &lt;br /&gt;
[[File:Apone.png|200px|thumb|right|Gunnery Sergeant Apone. The very definition of a USCM Squad Leader (From &#039;&#039;Aliens&#039;&#039;)]]&lt;br /&gt;
&lt;br /&gt;
Should a Squad Leader go AWOL, KIA, MIA or just not wake up, a member of the squad (usually Specialists or other high-ranking marines) will be chosen by Command to become the &#039;&#039;&#039;Acting Squad Leader (aSL)&#039;&#039;&#039;. They almost have the same abilities as an ordinary Squad Leader; however, the acting squad leaders issue orders ability will be weaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Duties =&lt;br /&gt;
As the Squad Leader, you need a robust and sophisticated knowledge of fighting a war and protecting your squad, as well as fighting. Manage your squad&#039;s supply lines and make sure your marines make it back in one piece. No one wants another folded flag being sent home so keep as many of them alive as possible.&lt;br /&gt;
&lt;br /&gt;
== Know the Map ==&lt;br /&gt;
For you to survive, you need to know the ins and outs of the battlefield. There are maps of the Area of Operation (AO) located in your Squad Leader vendor. They can be a useful asset when you’re new to the role. It can also be helpful to use the online version of the map.&lt;br /&gt;
&lt;br /&gt;
= Communication =&lt;br /&gt;
Use &#039;&#039;&#039;;&#039;&#039;&#039; for your squad channel and &#039;&#039;&#039;:v&#039;&#039;&#039; for the command channel. Please communicate with command to relay any information. Your &#039;&#039;&#039;[[Staff Officer]]&#039;&#039;&#039; should be able to give you a lot of useful information about your squad&#039;s composition and whereabouts, along with what&#039;s happening with the other squads or aboard the Almayer.  Additionally, you&#039;ll have access to the JTAC channel &#039;&#039;&#039;:j&#039;&#039;&#039;, use this to co-ordinate close air support as well as other supporting elements. You must follow the chain of command, meaning you follow orders from your superiors, meaning the [[Commanding Officer]], [[Executive Officer]], and the SOs all outrank you. You should always follow their orders. This also means that if you&#039;re denied supply from the [[Requisitions Officer]], then you&#039;re denied. If a lieutenant gives you an order, they expect you to follow it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&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;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&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;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:jumpsuit.png|64px]]&lt;br /&gt;
&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, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&lt;br /&gt;
&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:M11Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M11 Pattern Leader Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A highly durable helmet reserved for squad leaders in the USCM, has a built in camera like all other standard issue Colonial Marine helmets.&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Leader Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{B12 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue marine tactical gloves.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Leader Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM Leader headset which has an inbuilt HUD for the user that displays marine roles.&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;Backpack:&#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:USCM_satchel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:USCM_infantry_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L44_M37A2_scabbard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;L44 M37A2 Scabbard &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors or Some Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&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: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: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: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_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_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_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_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;
&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: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:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#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. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Contains the following:&lt;br /&gt;
&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;
Holds 7 Autoinjectors.&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;
Contains the following:&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;
|-&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:flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;&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;
|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:sling_pouch.png|64px]]&lt;br /&gt;
&#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;
|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:largeshell-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&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:Pistol-pouch.png|64px]]&lt;br /&gt;
&lt;br /&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&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;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:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&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: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: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;
&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;&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:Gasmask.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; |{{Gas Mask}}&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; |{{Heat Absorbent Coif Description}}&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;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[File:Tactical_Binoculars.png|64px]] Automated Equipment Rack[[File:SL.png|64px]]=&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&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;Essential Squad Leader Kit&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Operations_Map.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Operations Map&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A map of the current operation area so you and other squad leaders can coordinate effectively with the command staff. For you to survive, you need to know the ins and outs of the battlefield. The maps can be a useful asset when you’re new to the role. &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;&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:ZipTie_Box.png]][[File:ZipTies.png]]&lt;br /&gt;
&#039;&#039;&#039;Box of Zip-ties&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box containing 14 one use zip-ties for apprehending disgruntled colonists and loose cannon marines. Found in the Squad Leader Vendor. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Laser Designators&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:c4.png|64px]]&lt;br /&gt;
&#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 its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Technician&#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. 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Squad Kit&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M4RA.png |64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M4RA_Battle_Rifle|M4RA Sniper Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A marine kit that gives you an M4RA, along with attachments to go alongside it. Contains the following - &lt;br /&gt;
* M4RA Battle Rifle&lt;br /&gt;
* S8 4x Telescopic Scope&lt;br /&gt;
* Suppressor&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* 2 M4RA Armor Piercing magazines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Flamethrower.png]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Marine_Equipment#M240A1_Incinerator_Unit|Mini Pyro Kit]]&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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. Contains the following -&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; padding: 5px;&amp;quot;|[[File:M2C_HMG.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M2C_Heavy_Machine_Gun|M2C Heavy Machinegun Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the M2C heavy machine gun. It doesn&#039;t come loaded, but it does have spare ammunition. You&#039;ll have to order extras from requisitions. Contains the following -&lt;br /&gt;
* Machinegun Instructional Pamphlet&lt;br /&gt;
* M2C Heavy Machinegun&lt;br /&gt;
* 4 M2C Box Magazines&lt;br /&gt;
* M2C Magazine Storage Belt&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41ae2.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M41AE2_Heavy_Pulse_Rifle|M41AE2 Heavy Pulse Rifle Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the M41AE2 heavy pulse rifle. You can get additional ammunition at requisitions. Contains the following -&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle&lt;br /&gt;
* M41AE2 Box Magazine&lt;br /&gt;
* M41AE2 Holotarget Box Magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M56D.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M56D_Mounted_Smartgun|M56D Heavy Machinegun Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the M56D heavy machine gun. You&#039;ll need to order resupplies from requisitions or scavenge them on the field. How do they fit all this into a case? Wouldn&#039;t you need a crate? Contains the following -&lt;br /&gt;
* M56D Heavy Machinegun&lt;br /&gt;
* 2 M56D drum magazines&lt;br /&gt;
* M56D Tripod&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Machinegun Instructional Pamphlet&lt;br /&gt;
* M56D Drum Storage Belt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M79_grenade_launcher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M79_Grenade_Launcher|M79 Grenade Launcher Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the modernized M79 grenade launcher. Comes with 3 baton slugs, 3 hornet shells and 3 star shell grenades. Contains the following -&lt;br /&gt;
* M79 Grenade Launcher&lt;br /&gt;
* 3 Starshell Grenades&lt;br /&gt;
* 3 HIRR Baton Slugs&lt;br /&gt;
* 3 AGM Hornets&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MOU53.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#MOU53_break_action_shotgun|MOU-53 Shotgun Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the MOU53 shotgun. It does come loaded, but you&#039;ll still have to find ammunition as you go. Contains the following -&lt;br /&gt;
* MOU-53 Shotgun&lt;br /&gt;
* MOU-53 Stock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM88.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#XM88_Heavy_Rifle|XM88 Heavy Rifle Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the XM88 Heavy Rifle, a prototype weapon designed for use against heavily armored infantry targets and light vehicles. Contains an ammunition belt, two boxes of ammunition, the XS-9 Targeting Relay attachment, and the stock for the rifle.&lt;br /&gt;
* XM88 Heavy Rifle&lt;br /&gt;
* XM88 Stock&lt;br /&gt;
* XS-9 Targeting Relay&lt;br /&gt;
* 2 Boxes of .458 SOCOM&lt;br /&gt;
* XM88 Ammunition Belt&lt;br /&gt;
&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;
&#039;&#039;&#039;Basic Engineering Supplies Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
Basic engineering supplies to allow you to construct fortifications and restore power to areas. Contains the following -&lt;br /&gt;
* Construction Pouch&lt;br /&gt;
* 50 Metal&lt;br /&gt;
* 30 Plasteel&lt;br /&gt;
* 15 Barbed Wire&lt;br /&gt;
* Electronics Pouch&lt;br /&gt;
* 3 High Capacity Batteries&lt;br /&gt;
* 3 APC Circuit Boards&lt;br /&gt;
* Welding Goggles&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: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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Night Vision Optic.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Vision Optic&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:25 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Night Vision Optic Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#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 large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#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 large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&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;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 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:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&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;| 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 {{Key press|Z}} (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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4 Pattern Intel Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:30 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Powerloader-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerloader Certification&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#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;|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Fulton_Device.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulton 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;
&amp;lt;/tab&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;Equipment:&#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:Insulated_Gloves.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs: 3 Points&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: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;
|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;
|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;Cost:5 Points&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 its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Breaching Charge.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Breaching Charge&#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; |{{Breaching Charge Description}}  &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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M89_Signal_FlarePack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M89 Signal Flare Pacl&#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;| A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch&#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;|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;
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: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;
 |}&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;&amp;lt;br&amp;gt;Costs:5 Points&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&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 additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&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;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&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;Medical 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;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: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: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;
|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;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dylovene.png]]&lt;br /&gt;
[[#Dylovene|Dylovene]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&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: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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SensorMediHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sensor Medical Hud&#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 much older heads-up display that displays the last known biometric data from suit sensors of any given individual. Functions nearly exactly the same as the standard issue Medical Hud except it only works if either you or the other person is wearing a jumpsuit.&lt;br /&gt;
&lt;br /&gt;
Requires at least 1 level in medical.&lt;br /&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: 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:M41A-AP-mag.png|64px]]&lt;br /&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;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&lt;br /&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;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M39 Armor Piercing Magazine&#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;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Armor Piercing Magazine&#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;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M39 Extended Magazine&#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;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radio Keys&amp;quot;&amp;gt;&lt;br /&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 additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&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;Radio Keys:&#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:Engineering_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering Radio Encryption Key&#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;| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:tactics_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactics Radio Encryption Key&#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;| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JTAC_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JTAC Radio Encryption Key&#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;| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Supply_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Supply Radio Encryption Key&#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;| An encryption key for a radio headset, Allowing you to access the supply channel with :u.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Support Equipment/Abilties =&lt;br /&gt;
== Supply Drops and Orbital Bombardment ==&lt;br /&gt;
Squad Leaders have the authorization to call in Supply Drops and Orbital Strikes. Both of these functions can be called in via the usage of &#039;&#039;&#039;Tactical Binoculars&#039;&#039;&#039;. Supply drops allow the squad to resupply in the field by airdropping supply crates, and Orbital strikes enable the Almayers heavy cannons to lock on and fire at the designated position.&lt;br /&gt;
&lt;br /&gt;
===Supply Drop===&lt;br /&gt;
[[File:Supply_Drop_Ready.png|thumb]]&lt;br /&gt;
# Squad Leader uses the Tactical Binoculars to find out the coordinates of a suitable drop site and relay it to the Staff Officer&lt;br /&gt;
# Staff Officer input the coordinates&lt;br /&gt;
# Requisitions Officer moves the crate full of supplies onto the squad&#039;s launch pad, the overwatch &#039;&#039;&#039;Launch Pad Status&#039;&#039;&#039; will then update&lt;br /&gt;
# Staff Officer launches the crate &lt;br /&gt;
# The crate will then be dropped near the coordinates so it&#039;s best to make sure the squad leader set the beacon in an open area&lt;br /&gt;
* Supply drops can penetrate up to glass ceilings (examine the floor tile to see the ceiling type).&lt;br /&gt;
* 5 minute cooldown between launches&lt;br /&gt;
&lt;br /&gt;
===Orbital Bombardment===&lt;br /&gt;
[[File:Orbital_Bombardment_ready.png|thumb]]&lt;br /&gt;
[[File:Ob_blast.png|thumb]]&lt;br /&gt;
# Squad Leader uses the Tactical Binoculars to find out the coordinates for bombardment and relay it to the Staff Officer&lt;br /&gt;
# Staff Officer input the coordinates&lt;br /&gt;
# Staff Officer fires upon the Squad Leader&#039;s request&lt;br /&gt;
* Orbital Beacon can penetrate up to underground (but not deep underground) ceilings (examine the floor tile to see the ceiling type).&lt;br /&gt;
&lt;br /&gt;
When triggered, the Almayer will fire its orbital cannon, after a short delay and target roughly the position of the beacon. It&#039;s very dangerous in roughly a 6 tile radius (13x13) around the beacon itself, depending on the munition in the cannon. It is advised to &#039;&#039;&#039;STAND CLEAR OF THE SIGHT OF IMPACT&#039;&#039;&#039;. The Orbital Cannon will then need to be reloaded by the maintenance technicians with a cooldown so it won&#039;t always be available.&lt;br /&gt;
&lt;br /&gt;
=== Close Air Support ===&lt;br /&gt;
Squad leaders have access to the JTAC channel to co-ordinate with pilots and other support available to them. The pilots have the unique ability to launch fire missions that allow you to co-ordinate a devastating strike against your enemies. To do so, you&#039;ll need to utilize your tactical binoculars on the &#039;&#039;&#039;CAS MARKING MODE&#039;&#039;&#039; (the red laser) and lase a tile (zoom in by using the binoculars and ctrl+click a tile). The pilot will take off and target your laser. You should co-ordinate with your pilot to give a specific direction and offset of the airstrike. Once you confirm the offsets and directions (if any), the pilot will commence bombardment shortly afterwards.&lt;br /&gt;
It is &#039;&#039;&#039;VERY IMPORTANT&#039;&#039;&#039; to keep the laser up for as long as possible in order for the dropship to fully launch the airstrike. Stopping the laser will cancel the airstrike and aborting the fire mission.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Tactics and Fighting =&lt;br /&gt;
== On the frontlines: ==&lt;br /&gt;
Whether it’d be on small skirmishes, large-scale offensives or just the random encounters of hostiles in the AO, you and your squad will need to fend off the invaders or if you’re attacking, eliminating the hostile that is present.  Be sure to put your fireman carry training to use, in order to save squad members in perilous situations. To perform a fireman carry you need to be on grab intent (yellow), then grab your target and upgrade the grab (aggressive grab) and drag their sprite onto yours while on grab intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Squad organisation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the man that can lead from the front when ever you’re going out on patrol or moving to another location, everyone is going to follow the SL since you are the person leading them so where ever you are going, they better support you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your squad consists of the two to four engineers, two to four medics, one specialist, one smart-gunner and an endless swarm of grunts.&lt;br /&gt;
Where you are the man on the ground giving orders, they will need to follow. You may want some men to cover the rear or the sides of your squad, preventing the enemy from attacking weak points.&lt;br /&gt;
&lt;br /&gt;
=== Fire Teams ===&lt;br /&gt;
&lt;br /&gt;
With the ability to assign fireteams, your squad can be split up into smaller teams to cover more objectives.&lt;br /&gt;
&#039;&#039;&#039;There are currently 2 ways of selecting Fireteams:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;1)&#039;&#039;&#039;&amp;lt;/big&amp;gt;  Examine a marine and at the bottom of the examine tab, click on &#039;&#039;&#039;Manage Fireteams&#039;&#039;&#039;. This menu will pop up:&lt;br /&gt;
&lt;br /&gt;
(You can Shift + Click to examine, if you have hotkeys enabled)&lt;br /&gt;
&lt;br /&gt;
[[File:FT1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once someone is already in a Fireteam,  you can either Promote him to Team Leader, or remove him from the Fireteam, simply by examining the player again, click on &#039;&#039;&#039;Manage Fireteams&#039;&#039;&#039;, and those new options will pop up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;2)&#039;&#039;&#039;&amp;lt;/big&amp;gt;  There is another option where you can manage Fireteams simply by clicking in the Squad Leader&#039;s indicator, and once again, a menu will pop up which will show a status for each marine, that you can manually input to individual marines saying if they are MIA / KIA, etc, so that may help command with the logistics.&lt;br /&gt;
&lt;br /&gt;
[[File:FT2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Fireteams are extremely important to give the squad more maneuverability and organization if you are tasked with multiple objectives.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fireteam 1 will patrol around the F.O.B.&lt;br /&gt;
&lt;br /&gt;
Fireteam 2 will help repair the power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teamleaders are essential when it comes to spliting your squad. They are the ones that lead your fireteams but keep you informed on their location, casualties, status reports, etc and are highly usefull for flanking and supporting maneuvers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Situational analysis:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When in the heat of battle, you’ll need to assess the current situation, how many hostiles are in the area, who are injured and who isn’t and how much control of the battlefield you have.&lt;br /&gt;
&lt;br /&gt;
Certain situations will require quick judgment and others, a more calculated choice.&lt;br /&gt;
While the marines are fighting for control of the frontlines, you will need to support them in their offensive and make the call on when to push or when to retreat.&lt;br /&gt;
&lt;br /&gt;
Other times will be defending at specific locations, and whether it’d be in entrances or at the FOB, you’ll need to devise a plan of action. Will your squad flank from a different location and fight your way from another angle, possibly forcing the enemy away from the defender’s position?&lt;br /&gt;
Or will you gather your men to hold your ground until a relief force arrives?&lt;br /&gt;
&lt;br /&gt;
Every decision you make has a cost to it; whether it’s lives or time, you will have casualties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Corridors and tight spaces:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every so often your commanding officer will task you with searching areas where you may find it challenging to retreat from. This is especially evident in tight spaces. Cave systems and narrow corridors are a gamble to investigate. This is due to possible guerrilla fighters lurking in the darkness or behind corners and suddenly BAM, it’s an ambush, and your entire squad is wiped off the face of the sector.&lt;br /&gt;
&lt;br /&gt;
To deal with situations like these, there are very few practical solutions to use. You can’t predict an ambush from occurring, but you can send scouts ahead of your position to “test the waters.”  Squad leaders will know this is suicide, but you must protect the lives of your squad members and to bring as many of them home.&lt;br /&gt;
&lt;br /&gt;
Although a cowardly way of preventing an ambush is to run at the first sight of danger. This only applies to patrolling and scouting objectives. You’ll have most of your marines hopefully back in one piece, but the downside is that the enemy might reinforce the unsecured position and you’ve gathered little to no intelligence on the sector you were tasked with scouting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assaulting the enemy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the possibility of having your squad, accompanied by other troops, to bring the battle to the enemy’s doorstep, you will need to fight alongside your marines. Although how you will fight is primarily up to you, many squad leaders prefer a more aggressive stance with an active role in combat as to some passive squad leaders, directing the battle behind the frontlines and supporting them with supplies and other essentials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Aggressive stance:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What many squad leaders tend to do is join the marines in the fighting at the frontlines, although there’s nothing wrong with it, you’re more likely to die from direct conflict with an enemy. Although your firepower of issuing orbital strikes and inspiring leadership will bolster the marines to act, you are putting yourself in harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
You’ll be fighting with the main force of the marines, gunning down enemy contacts as well as directly supporting your squad. Exploit weak points in the enemies defenses and advance with your men to push the enemy to eliminate the threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Passive stance:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With your marines on the frontlines, you are behind them or close to them to observe the battle and issue orders when necessary.  You will primarily deploy supply beacons to re-supply the marines and mainly your support class marines. Although this means that you’ll need to rely on one of your marines to issue an orbital strike as well as the loss of another gun on the field.&lt;br /&gt;
&lt;br /&gt;
You’ll primarily watch the battle unfold, seeing from a safe distance and calling them back when your marines are either too deep in the hot zone or pointing out gaps in the offensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sacrifices&#039;&#039;&#039;&lt;br /&gt;
No one wants to sacrifice good men and women for a cause that may be unjust and fruitless. But sacrifices must be made to save the lives of the many. As a leader, the decision weighs on your shoulders for quick decision making, and some of them will cost lives. The needs of the many outweigh the needs of the few. You will have to make the tough calls that will leave some of your marines to their doom to save the rest of the squad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Defending the F.O.B:&#039;&#039;&#039;&lt;br /&gt;
If hostile forces defeat your offensive and launch a counterattack against your defenses, prepare for the worst.  Expect most of the enemies forces to invade, this is the battle that determines the outcome of the next few moments, whether it’d be retreating to the ship or another marine offensive. Expect siege units and other supporting enemies to attack as well as the bulk of the enemies forces.&lt;br /&gt;
&lt;br /&gt;
Depending if your engineers and other squad engineers have fortified the F.O.B or not, it will either hinder or help you defend the area.&lt;br /&gt;
&lt;br /&gt;
How the enemy will fight depends on what siege units they have.&lt;br /&gt;
&lt;br /&gt;
They will either bombard you or directly attack through hit and run means.&lt;br /&gt;
And you will need to respond to these dangers in an appropriate way.&lt;br /&gt;
&lt;br /&gt;
= Abilities: Orders =&lt;br /&gt;
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the commanders order will last longer than a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further. To choose an order to activate go into the IC tab in the top right then select &amp;quot;Issue Order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Orders:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Move.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Move!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased mobility and chance to dodge projectiles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Hold.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hold!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased resistance to pain and combat wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Focus.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Focus!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased gun accuracy and effective range.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=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;
= Guides =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Good luck, your squad depends on your decisions during the mission.&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Intelligence_Officer&amp;diff=40341</id>
		<title>Intelligence Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Intelligence_Officer&amp;diff=40341"/>
		<updated>2026-03-02T02:43:28Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Intelligence Officer Gear Rack */&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 = IntelOfficer.png&lt;br /&gt;
|jobtitle = Intelligence Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Executive Officer]], [[Commanding Officer]]&lt;br /&gt;
|unlock = Five hours as any squad role.&lt;br /&gt;
|duties = Collect intel and decrypt it.&lt;br /&gt;
|guides = This One&lt;br /&gt;
|description= Your job is to assist the marines in collecting intelligence related to the current operation to better inform command of their opposition.&amp;lt;br&amp;gt;&lt;br /&gt;
You are in charge of gathering any data disks, folders, and notes you may find on the operational grounds and decrypt them to grant the USCM additional resources.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Military Intelligence is a contradiction in terms.&#039;&#039;&amp;quot; - Groucho Marx&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Good job &#039;&#039;&#039;Intelligence Officer&#039;&#039;&#039; (IO). Seems you&#039;re now in the position of &#039;&#039;&#039;scouring the Area of Operations and securing any intelligence you find for the brass&#039;&#039;&#039;!&lt;br /&gt;
Got yourself the rank of Second Lieutenant, a nice sidearm, some fancy equipment and have gotten the job of &#039;&#039;&#039;collecting all the incriminating evidence, sorting it all and decoding everything you find&#039;&#039;&#039;. High Command wants you to collect enough intelligence in the area to warrant them grant more tech points to give your battalion some extra fire power. Stay in communication gathering Intelligence on the Intelligence Channel (:t) to better organize your search. Get to it Second Lieutenant, that intel isn&#039;t going to collect itself!&lt;br /&gt;
&lt;br /&gt;
== Intelligence Officer Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The intelligence officer has their unique area where they decode and catalogue all the data they have. Whether it would be an item, scrap of paper or folder, you&#039;ll need to process them and put them into storage to be safely accounted for.&lt;br /&gt;
&lt;br /&gt;
[[File:Computer lab.png]]&lt;br /&gt;
&lt;br /&gt;
In this area you&#039;ll be greeted with your information-finding equipment in your locker, the computer lab where you&#039;ll decode disks and a place to store all that precious information.&lt;br /&gt;
Those computers will need disks and passwords to be decoded and you are the prime candidate to search and retrieve them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==Intelligence Officer Equipment Rack==&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; 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:XM4_Pattern_Intel_Armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;XM4 Pattern Intel Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Tougher than steel, quieter than whispers, the XM4 Intel Armor provides capable protection combined with an experimental integrated motion tracker. It took an R&amp;amp;D team a weekend to develop and costs more than the Chinook Station... probably. When worn, uniform accessories such as webbing cannot be attached due to the motion sensors occupying the clips.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holds up to five items in it&#039;s pouches. &#039;&#039;&#039;Requires an Intel Officer uniform and special training in Intel to wear.&#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:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Lore:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| ARMAT Perfection. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The XM4 Soldier Awareness System mixes M4-style hard armor and a distributed series of motion sensors clipped onto the breastplate. When connected to any HUD optic, it replicates the effects of an M314 Motion Detector unit, increasing user situational awareness. It is currently undergoing field trials by intelligence operatives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&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:IO_Pack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM Lightweight Expedition Pack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavy-duty IMP based backpack that can be slung around the front or to the side, and can quickly be accessed with only one hand. Usually issued to USCM intelligence officers.&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;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&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;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:XM12_Pattern_Intel_Helmet.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;XM12 Pattern Intel Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An experimental brain-bucket that works better as a brain-plate. 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;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Beret green.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Standard Beret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A hat typically worn by the field-officers of the USCM. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts. This one is green&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Beret tan.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tan Beret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A hat typically worn by the field-officers of the USCM. Occasionally they find their way down the ranks into the hands of squad-leaders and decorated grunts. This one is tan.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Officer Cap.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM Officer Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A hat usually worn by officers in the USCM. While it has limited combat functionality, some prefer to wear it instead of the standard issue helmet.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&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: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_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;
&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:Document-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;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. Can hold 21 items.&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:flame-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;&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;
 |-&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; | A convenient pouch to carry loose items around. Able to hold 1 medium item and 2 small items&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:Gasmask.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; |{{Gas Mask}}&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; |{{Heat Absorbent Coif Description}}&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;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Intelligence Officer Gear Rack ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Equipment&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;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:Crowbar.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Used  for Opening unpowered doors and displacing girders so you can move them.&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]]&lt;br /&gt;
&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;&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:Data_Detector.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Data Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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 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;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 Intel 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Binoculars.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Binoculars&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A military-issued pair of binoculars. There is nothing special about this pair of binoculars. &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;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:150px;&amp;quot;|&#039;&#039;&#039;Supplies:&#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:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Power Control Module&#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;|Heavy-duty switching circuits for power control. Is used mainly for APC repair or construction.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Binoculars.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Binoculars&#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 military-issued pair of binoculars. There is nothing special about this pair of binoculars. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Night Vision Optic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Night Vision Optic&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs: 25 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Night Vision Optic Description}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Data_Detector.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Data 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;|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 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;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 Intel 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:JTAC key.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Intel Radio Encryption Key&#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;|An encryption key for radio headsets. IOs already have their headset with this as standard, instead this is recommended to be given to marines who are assisting you. (Remember the key for the radio is :t)&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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Fulton_Device.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fulton Device&#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;|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:autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector 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;|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;
Contains:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|64px]]&lt;br /&gt;
[[Chemistry#Bicaridine|&#039;&#039;&#039;2x Bicaridine  Auto-injectors&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|64px]]&lt;br /&gt;
[[Chemistry#Kelotane|&#039;&#039;&#039;2x Kelotane Auto-injectors&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|64px]]&lt;br /&gt;
[[Chemistry#Tramadol|&#039;&#039;&#039;2x Tramadol Auto-injectors&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|64px]]&lt;br /&gt;
[[#Emergency Auto-Injector|&#039;&#039;&#039;Emergency Auto-injector&#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;|[[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 {{Key press|Z}} (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:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Goggles&#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 pair of Welding Goggles. Goes on the eyes slot.&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;Sensor Medical HUD&#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 pair of Sensor-Mate Goggles. Goes on the eyes slot and displays medical info.&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;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&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:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#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;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#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;|It can contain more handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots for shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector 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;|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;
Contains:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|64px]]&lt;br /&gt;
[[Chemistry#Bicaridine|&#039;&#039;&#039;2x Bicaridine  Auto-injectors&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|64px]]&lt;br /&gt;
[[Chemistry#Kelotane|&#039;&#039;&#039;2x Kelotane Auto-injectors&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|64px]]&lt;br /&gt;
[[Chemistry#Tramadol|&#039;&#039;&#039;2x Tramadol Auto-injectors&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|64px]]&lt;br /&gt;
[[#Emergency Auto-Injector|&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#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;|A large leather scabbard used to carry an M2132 machete. It can be strapped to pouch slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primary 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:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA 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:10 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:10 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;
|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:10 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:10 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;Secondary 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;&amp;quot;|&#039;&#039;&#039;Ammunition:&#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:M44-HR-SL.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M44 heavy speed Loader&#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 seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.&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;: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 37&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;: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 23&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:M4A3-Hollow-Point-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Hollowpoint Magazine&#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 pistol magazine containing nine (9) 9mm hollowpoint bullets, which have noticeably higher stopping power on unarmoured targets, and noticeably less on armored targets.&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;: 9&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;: 7&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4A3-AP-mag.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Armour Piercing Magazine&#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 pistol magazine containing nine (9) 9mm armour-piercing bullets, which have noticeably higher stopping power on well-armoured targets, and noticeably less on unarmored or lightly-armored targets.&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;: 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 25&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;: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 40&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:VP78 Magazine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;VP78 Magazine&#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 pistol magazine containing fourteen (14) 9mm VP bullets, has reasonably good damage and penetration.&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;: 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 45&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;: 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch:&#039;&#039;&#039; 0.5&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;
=Documents/Data retrieval.=&lt;br /&gt;
&lt;br /&gt;
Listed below are the items of importance hidden about the Area of Operations. You&#039;re gonna need to find them and more then likely bring them back to the ship&#039;s storage for safe keeping.&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;Objective:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&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; |[[File:Paper_Scraps.png]]&lt;br /&gt;
[[#Paper Scraps and Progress Reports|&#039;&#039;&#039;Paper Scraps and Progress Reports&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A piece of paper located somewhere on the map. It can be found on the ground, on tables, inside filing cabinets, or inside lockers. Paper scraps take about 2 seconds to analyze while progress reports take about 5 seconds, providing you with the location of a folder. You will be indicated whether it should be returned to the Almayer. &#039;&#039;&#039;Once on the Almayer place them on the racks in the computer lab.&#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:Folder.png]]&lt;br /&gt;
[[#Folders|&#039;&#039;&#039;Folders&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A folder located somewhere on the map. It can be found on the ground, on tables, cabinets, or inside lockers. It takes about 10 seconds to analyze, providing you with the location of a data disk and its encryption key. You should return it to the Almayer.&#039;&#039;&#039;Once on the Almayer place them on the racks in the computer lab.&#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:Data_Disks.png]]&lt;br /&gt;
[[#Data Disks|&#039;&#039;&#039;Data Disks&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A floppy disk located somewhere on the map. It can be found on the ground, on tables, or inside lockers. Return it to the Almayer so that someone with the disk&#039;s decryption key can decrypt it in the &#039;&#039;&#039;universal disk reader&#039;&#039;&#039;, potentially providing you with an item to retrieve or a console to analyze. &#039;&#039;&#039;Once the data has been scanned place them on the racks in the computer lab.&#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:Technical_manual.png]]&lt;br /&gt;
[[#Technical Manual|&#039;&#039;&#039;Technical Manual&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Scattered around the Area of Operations will be technical manuals. Once read through, will lead directly to an item retrieval clue. They, along with all data items contribute to Tech points and should be stored in the Computer Storage area.&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:Data_Terminal.png]]&lt;br /&gt;
[[#Data Terminal|&#039;&#039;&#039;Data Terminal&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A computer located in certain areas of the map. They can be found in rooms of importance and require a password from a decrypted Data Disk. Once the correct password is used, information from the terminal will be sent back towards the ship, increasing the intelligence gathered.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Retrieval ==&lt;br /&gt;
Sometimes when uploading data disks or data terminals, ARES will occasionally ask you to retrieve items with specific serial code numbers. You can examine items to see what their serial code is. &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;Objective:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&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; |[[File:advanced mass-spectrometer.png]]&lt;br /&gt;
[[#Advanced Mass-spectrometer|&#039;&#039;&#039;Advanced Mass-spectrometer&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | An item that ARES may ask you to retrieve with a special serial code number on it. Simply secure the item in the computer storage area for it to contribute to Tech Points.&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:Healthanalyzer.png]]&lt;br /&gt;
[[#Healthanalyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | An item that ARES may ask you to retrieve with a special serial code number on it. Simply secure the item in the computer storage area for it to contribute to Tech Points.&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:Autopsy scanner.png]]&lt;br /&gt;
[[#Autopsy Scanner|&#039;&#039;&#039;Autopsy Scanner&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | An item that ARES may ask you to retrieve with a special serial code number on it. Simply secure the item in the computer storage area for it to contribute to Tech Points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Retrieval of Research Assets.===&lt;br /&gt;
The Company has promised to pay High Command to supply Tech Points, if your researchers manage to identify any lost research assets from the colony.&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;Objective:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&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; |[[File:Researchnote.png]]&lt;br /&gt;
[[#Research notes|&#039;&#039;&#039;Research notes&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A research note left behind by a scientist from the colony. &#039;&#039;&#039;Bring them to the researcher on-board the Almayer.&#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:Vialbox.png]]&lt;br /&gt;
[[#Vialbox|&#039;&#039;&#039;Vialbox&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A box containing up to six vials. These might contain the results of chemical research from the colony. &#039;&#039;&#039;Bring them to the researcher on-board the Almayer so they can identify it.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Search &amp;amp; Retrieve ==&lt;br /&gt;
This is a very simple task. You search for documents, you retrieve the document and you store them into storage. Sounds easy right? Well it is.&lt;br /&gt;
The hard part of this job is that you&#039;re gonna usually be alone out there, with little to no support if you&#039;re hunting for Intel alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Documents and objects of interest will be scattered all over the area of operations. Whether they&#039;re in lockers, on the floor or anywhere in buildings, it&#039;s up to you to find them all. Your trusty data detector will help you find these items with ease. It&#039;ll help you detect anything worth bring back to the Almayer for processing and storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items in safes can not be opened with [[Marine_Equipment#C4_Explosive_Charge|C4]] or [[Chemistry#Thermite|Thermite]].&lt;br /&gt;
&lt;br /&gt;
== Cataloging and sorting data ==&lt;br /&gt;
When you&#039;ve been gathering folders, scraps of paper or anything in the field that is considered valuable to Tech Points. It is important to sort out what you&#039;ve read through and what needs to be read through.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is recommended that all intel items requiring processing be put in &#039;&#039;&#039;Storage&#039;&#039;&#039; and processed intel items in the &#039;&#039;&#039;High-Sec Storage&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disks should also be sorted into encrypted and decrypted piles so as not to waste efforts on finished tasks.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have lost track of what is left to retrieve, open the &#039;&#039;&#039;IC &amp;gt; View objective clues&#039;&#039;&#039; tab.&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A key objective is to find decryption disks in order to reduce the Tech Points. In order to do that,&lt;br /&gt;
&lt;br /&gt;
1. Read all the scraps.&lt;br /&gt;
&lt;br /&gt;
2. Check if you have the folders ship-side already. If not, broadcast the clues to the Intelligence chat to any planet-side IOs to retrieve them.&lt;br /&gt;
&lt;br /&gt;
3. Once the right folder is retrieved, read it and the decryption disk will be revealed along with its decryption key.&lt;br /&gt;
&lt;br /&gt;
4. Check if you have the disk on ship-side. If not, broadcast the clues to the Intelligence chat to any planet-side IOs to retrieve them.&lt;br /&gt;
&lt;br /&gt;
5. Load the disk onto one of the ARES terminals, enter the decryption key and continue with the cataloging.&lt;br /&gt;
&lt;br /&gt;
{{Rolling Encryption}}&lt;br /&gt;
{{Tech Tree}}&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|research=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
*[https://cm-ss13.com/forums/showthread.php?4510-An-Supplementary-guide-to-Intelligence-Officer-(In-Depth) A Supplementary guide to Intelligence Officer (In-Depth) ] by Seabass390 on 26 January 2020&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3130-How-To-Intelligence-Officer&amp;amp;highlight=intelligence+officer How To: Intelligence Officer] by Soapbar on 18 September 2019&lt;br /&gt;
*[https://forum.cm-ss13.com/t/guide-to-decoding-encrypting-encoding/17991 Decryption Guide] by HungerJames » 25 November 2025&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Fireteam_Leader&amp;diff=40340</id>
		<title>Fireteam Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Fireteam_Leader&amp;diff=40340"/>
		<updated>2026-03-02T02:42:12Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Radio Telephone Operator Gear Rack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = IntelOfficer.png&lt;br /&gt;
|jobtitle = Fireteam Leader [[File:RTO Icon.png]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Lance Corporal [Under 10hrs] / Corporal [10hrs] / Sergeant [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = 8 hours as any squad roles.&lt;br /&gt;
|duties =  Relay information to CIC, be the backup communications operator.&lt;br /&gt;
|guides = None&lt;br /&gt;
|description= Your job is to lead your fireteam which is designated by your squad leader. You&#039;re also meant to relay information on the battlefield to command and update them on the tactical situation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
The Fireteam Leader (FL) is a role dedicated to commanding fireteams that the squad leader has made. They also have the capabilities to coordinate fire support just like a squad leader would.&lt;br /&gt;
The FL is a Corporal (CPL) who is second in command of the current squad or a fireteam, if there&#039;s no SL you will be the next squad leader due to the importance of your job. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
== Fireteam Leader Equipment Rack==&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; 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;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:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue fatigues.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Squad_Gloves.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue insulated marine tactical gloves.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4_Pattern_Intel_Armor.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM 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 headset also has access to the JTAC and Requisition comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M12 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An experimental brain-bucket. A dust ruffle hangs from back instead of the standard lobster shell design. 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 fantastic leadership.&lt;br /&gt;
&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tactical_Binoculars.png|64px]] [[File:M89_Signal_FlarePack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Essential Fireteam Leader Utilities&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
&lt;br /&gt;
Two packets of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&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;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: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 General Pistol 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_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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 HEDP Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
&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(Refillable Injectors)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-refil}}&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(Splints, Gauze, Ointment)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-splints}}&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(Pill Packets)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-packet}}&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:flame-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fuel Pouch&#039;&#039;&#039;&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&amp;lt;br&amp;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 small items and also magazines. Contains 3 slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:sling_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;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;|{{Large Pistol Magazine Pouch Description}}&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:shell-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#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]]&amp;lt;br&amp;gt;&#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: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;
&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;
&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;&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:Gasmask.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; |{{Gas Mask}}&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; |{{Heat Absorbent Coif Description}}&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;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Radio Telephone Operator Gear Rack ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA 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;
|-&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:10 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;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:10 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;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:10 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;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:10 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;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M44-HR-SL.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M44 heavy speed Loader&#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 seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4A3-Hollow-Point-mag.png]] &amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Hollow Point Magazines&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by [[Requisitions]].&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4A3-AP-mag.png]] &amp;lt;br&amp;gt;&#039;&#039;&#039;M4A3 Armour Piercing Magazines&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&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 additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&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; width:1000px&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&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 Firearms&amp;quot;&amp;gt;&lt;br /&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 additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&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:100px;&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;
{{TabsItem&lt;br /&gt;
|Description = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = VP78 Pistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Smartpistol Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 15 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = SU-6 Smartpistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{HPR Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 30 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M41AE2 Heavy Pulse Rifle&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M79 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 30 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M79 Grenade Launcher&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;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;Supplies:&#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:rtobackpack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Radio Telephone Pack&#039;&#039;&#039;&lt;br /&gt;
Costs: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A heavy-duty pack, used for telecommunications between central command.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Binoculars.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Binoculars&#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 military-issued pair of binoculars. There is nothing special about this pair of binoculars.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Fulton_Device.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fulton Device&#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;|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;
|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:10 points&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: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 {{Key press|Z}} (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;
|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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Breaching Charge.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Breaching Charge&#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; |{{Breaching Charge Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SensorMate.png]]&lt;br /&gt;
&#039;&#039;&#039;Sensor Mate medical Hud&#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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Night Vision Optic.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Vision Optic&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:30 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Night Vision Optic Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Roller Bed&#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;|Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &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;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry 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:Shoulder_Holster.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#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;|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:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#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 large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#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;|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&#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:Whistle.png|64px]]&#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, usually 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;
|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;&amp;lt;br&amp;gt;Costs:5 Points&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:Powerloader-Pamphlet.png|64px]]&#039;&#039;&#039;Powerloader Certification&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#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;|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radio Keys&amp;quot;&amp;gt;&lt;br /&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 additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&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;Radio Keys:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:1000px;&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:Engineering_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering Radio Encryption Key&#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;| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:tactics_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactics Radio Encryption Key&#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;| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JTAC_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JTAC Radio Encryption Key&#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;| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Supply_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Supply Radio Encryption Key&#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;| An encryption key for a radio headset, Allowing you to access the supply channel with :u.&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;!-- == Calling in Drop Pods [[File:Call-Droppod-Ability.png]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Techwebs are currently disabled, so this no longer works.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the previous tasks of this job task was to call down a drop pod to a nearby location, to will allow marines to get techs from them.&lt;br /&gt;
To do this, click on the Call Droppod ability in the top left of the screen. You&#039;ll be prompted to select any available techs the marines have unlocked and once selected, a red impact circle will be seen on where it will land.&lt;br /&gt;
&lt;br /&gt;
Please stand clear of it as it will gib anything under it.&lt;br /&gt;
The time till impact is dependent on the ceiling type.&lt;br /&gt;
&lt;br /&gt;
Once it has landed, simply click on the drop pod to take out what you&#039;ve sent down.&lt;br /&gt;
&lt;br /&gt;
You can recall the drop pod manually by middle clicking again. Or if you wait long enough, it&#039;ll go up on its own. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Coordinating Your Fireteam =&lt;br /&gt;
If the squad leader puts you and other marines in a fire team. You are expected to follow the orders they give you. You&#039;ll need to have your team follow you to accomplish the squad leader&#039;s orders. Remember to communicate with your squad leader and use fire support elements when available to you.&lt;br /&gt;
&lt;br /&gt;
= Abilities: Orders =&lt;br /&gt;
&#039;&#039;&#039;You will only gain the ability to use these orders once you have been set as the Acting Squad Leader, when your Squad Leader perishes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Issue-Orders}}&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;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|fireman=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;
=Further Reading=&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?8451-Guide-to-the-Radio-Telephone-Operator-Communications-Expert&amp;amp;p=74334 Guide to the Radio Telephone Operator: Communications Expert ] - By Nihad7 (Still somewhat relevant)&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:NVO.png&amp;diff=40339</id>
		<title>File:NVO.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:NVO.png&amp;diff=40339"/>
		<updated>2026-03-02T02:41:34Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas moved page File:NVO.png to File:Night Vision Optic.png: Uhh maybe name it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Night Vision Optic.png]]&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Night_Vision_Optic.png&amp;diff=40338</id>
		<title>File:Night Vision Optic.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Night_Vision_Optic.png&amp;diff=40338"/>
		<updated>2026-03-02T02:41:34Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas moved page File:NVO.png to File:Night Vision Optic.png: Uhh maybe name it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Night_Vision_Optic.png&amp;diff=40337</id>
		<title>File:Night Vision Optic.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Night_Vision_Optic.png&amp;diff=40337"/>
		<updated>2026-03-02T02:41:04Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Night_Vision_Optic_Description&amp;diff=40336</id>
		<title>Template:Night Vision Optic Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Night_Vision_Optic_Description&amp;diff=40336"/>
		<updated>2026-03-02T02:37:22Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placed inside USCM issue helmets. Grants you a HUD to see in the dark at the expense of battery power. Screwdrivers can retrieve the Optic for charging. Can be placed in any standard device recharger.&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:M2_Night_Vision_Goggle_Description&amp;diff=40335</id>
		<title>Template:M2 Night Vision Goggle Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:M2_Night_Vision_Goggle_Description&amp;diff=40335"/>
		<updated>2026-03-02T02:35:51Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas moved page Template:M2 Night Vision Goggle Description to Template:Night Vision Optic Description: Replaced by NVOs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Night Vision Optic Description]]&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Night_Vision_Optic_Description&amp;diff=40334</id>
		<title>Template:Night Vision Optic Description</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Night_Vision_Optic_Description&amp;diff=40334"/>
		<updated>2026-03-02T02:35:51Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas moved page Template:M2 Night Vision Goggle Description to Template:Night Vision Optic Description: Replaced by NVOs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grants you the ability to see in the dark at the expense of battery power.This item is fragile and can break if you are slashed in the head. If broken you will need an engineer to repair it using a screwdriver.&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Properties/Neurocryogenic&amp;diff=40311</id>
		<title>Properties/Neurocryogenic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Properties/Neurocryogenic&amp;diff=40311"/>
		<updated>2026-02-17T06:06:55Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
|{{anchor|NRC}}[[#NRC|NRC]]&lt;br /&gt;
|Neurocryogenic&lt;br /&gt;
|data-sort-value=&amp;quot;1&amp;quot;|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Stuns and knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;ONLY ON CORPSES&#039;&#039;&#039;&lt;br /&gt;
** Increases the defib timer by 5 seconds *&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Reduces body temperature by 5*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Slows humans and xenos on touch.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=40310</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=40310"/>
		<updated>2026-02-17T06:06:46Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Positive */&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 = Doctor [under 10hrs], Assistant Professor [10hrs], Associate Professor [25hrs], Professor [70hrs], Regents Professor [175hrs]&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 medical researcher on loan to the USCM from Weyland-Yutani. 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. You do not answer to the Corporate Liaison.&lt;br /&gt;
}}&lt;br /&gt;
{{Header&lt;br /&gt;
 |PrimaryColor = #ad8407&lt;br /&gt;
 |SecondaryColor = #ffffff00&lt;br /&gt;
 |HeaderContent = &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Work in Progress&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Image = Under_Construction.png&lt;br /&gt;
 |SubContent = Due to recent changes from the Research Rework, content on this page may be missing important information or be incorrect. This page has been designated as a work in progress. To locate any other work in progress pages head [[:Category:WiP | here]]&lt;br /&gt;
 |Category1 = WiP&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 half 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 sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Rarity&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Effect&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |OD&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Crit OD&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 15%; margin: auto; background-color: #A9A9A92A;&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/Neurocryogenic}}&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 sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Rarity&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Effect&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |OD&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Crit OD&lt;br /&gt;
{{:Properties/Cryometabolizing}}&lt;br /&gt;
{{:Properties/Thanatometabolizing}}&lt;br /&gt;
{{:Properties/Excreting}}&lt;br /&gt;
{{:Properties/Nutritious}}&lt;br /&gt;
{{:Properties/Ketogenic}}&lt;br /&gt;
{{:Properties/Neuroinhibiting}}&lt;br /&gt;
{{:Properties/Alcoholic}}&lt;br /&gt;
{{:Properties/Hallucinogenic}}&lt;br /&gt;
{{:Properties/Antispasmodic}}&lt;br /&gt;
{{:Properties/Hyperthermic}}&lt;br /&gt;
{{:Properties/Hypothermic}}&lt;br /&gt;
{{:Properties/Atrichogenic}}&lt;br /&gt;
{{:Properties/Trichogenic}}&lt;br /&gt;
{{:Properties/Allergenic}}&lt;br /&gt;
{{:Properties/Euphoric}}&lt;br /&gt;
{{:Properties/Emetic}}&lt;br /&gt;
{{:Properties/Psychostimulating}}&lt;br /&gt;
{{:Properties/Antihallucinogenic}}&lt;br /&gt;
{{:Properties/Hypometabolic}}&lt;br /&gt;
{{:Properties/Hypnotic}}&lt;br /&gt;
{{:Properties/Hyperthrottling}}&lt;br /&gt;
{{:Properties/Viscous}}&lt;br /&gt;
{{:Properties/Thermostabilizing}}&lt;br /&gt;
{{:Properties/Focusing}}&lt;br /&gt;
{{:Properties/Unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Rarity&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Effect&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |OD&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Crit OD&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 15%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Hypoxemic}}&lt;br /&gt;
{{:Properties/Toxic}}&lt;br /&gt;
{{:Properties/Corrosive}}&lt;br /&gt;
{{:Properties/Biocidic}}&lt;br /&gt;
{{:Properties/Intravenous}}&lt;br /&gt;
{{:Properties/Neuropathic}}&lt;br /&gt;
{{:Properties/Hemolytic}}&lt;br /&gt;
{{:Properties/Hemmorrhaging}}&lt;br /&gt;
{{:Properties/Carcinogenic}}&lt;br /&gt;
{{:Properties/Hepatotoxic}}&lt;br /&gt;
{{:Properties/Nephrotoxic}}&lt;br /&gt;
{{:Properties/Pneumotoxic}}&lt;br /&gt;
{{:Properties/Oculotoxic}}&lt;br /&gt;
{{:Properties/Cardiotoxic}}&lt;br /&gt;
{{:Properties/Neurotoxic}}&lt;br /&gt;
{{:Properties/Hypermetabolic}}&lt;br /&gt;
{{:Properties/Addictive}}&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; background-color: #A9A9A92A;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto; background-color: #A9A9A92A;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Boosting}}&lt;br /&gt;
{{:Properties/Regulating}}&lt;br /&gt;
{{:Properties/Hypergenetic}}&lt;br /&gt;
{{:Properties/Fire penetrating}}&lt;br /&gt;
{{:Properties/DNA disintegrating}}&lt;br /&gt;
{{:Properties/Ciphering}}&lt;br /&gt;
{{:Properties/Crossmetabolizing}}&lt;br /&gt;
{{:Properties/Embryonic}}&lt;br /&gt;
{{:Properties/Ravening}}&lt;br /&gt;
{{:Properties/Curing}}&lt;br /&gt;
{{:Properties/Omnipotent}}&lt;br /&gt;
{{:Properties/Radius}}&lt;br /&gt;
{{:Properties/Intensity}}&lt;br /&gt;
{{:Properties/Duration}}&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 are 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 are clearance one and the other 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 on 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 vital 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;
===Xenology Corpse Specimen Study===&lt;br /&gt;
Marines should be delivering corpses to the Almayer and subsequently to Research for storage and further study. Simply having dead Xenos in Containment will prove a boon to the USCM and generate Tech Points. But their blood and acidic heart will also prove useful subjects to research.&lt;br /&gt;
&lt;br /&gt;
Along with harvesting their blood you can also harvest their acidic heart, to do this you need to cut open their exoskeletons with the circular saw starting from the xenos head, further open up the cut with retractors, separate the organ from the various internal connections, and finally remove the organ using the hemostat. (Aim Head - [[File:1Saw.png|32px|link=|Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]])The removed organ can then be analyzed in the analyzer near the cryotube for biomass points.&lt;br /&gt;
&lt;br /&gt;
Larger Xenos have thicker chitin on their exoskeletons, you need to use a laser scalpel (printable from the biomass analyzer) instead of the circular saw. (Aim Head -[[File:Laser scalpel basic.png|32x32px|Saw]] -&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]])&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 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://forum.cm-ss13.com/tag/guide:research Research tagged guides] on the CM Forums&lt;br /&gt;
*(Outdated) [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>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Properties/Neurocrygenic&amp;diff=40309</id>
		<title>Properties/Neurocrygenic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Properties/Neurocrygenic&amp;diff=40309"/>
		<updated>2026-02-17T06:06:35Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas moved page Properties/Neurocrygenic to Properties/Neurocryogenic: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Properties/Neurocryogenic]]&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Properties/Neurocryogenic&amp;diff=40308</id>
		<title>Properties/Neurocryogenic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Properties/Neurocryogenic&amp;diff=40308"/>
		<updated>2026-02-17T06:06:35Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas moved page Properties/Neurocrygenic to Properties/Neurocryogenic: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
|{{anchor|NRC}}[[#NRC|NRC]]&lt;br /&gt;
|Neurocrygenic&lt;br /&gt;
|data-sort-value=&amp;quot;1&amp;quot;|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Stuns and knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;ONLY ON CORPSES&#039;&#039;&#039;&lt;br /&gt;
** Increases the defib timer by 5 seconds *&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Reduces body temperature by 5*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Slows humans and xenos on touch.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hunters&amp;diff=40307</id>
		<title>Hunters</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hunters&amp;diff=40307"/>
		<updated>2026-02-16T09:25:10Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: Westrover-ing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Frequent Changes&lt;br /&gt;
|Note=This page frequently changes and may not always be up to date. For accurate information, please ask the Predator Council.&lt;br /&gt;
|Image=Signal_Flare.gif&lt;br /&gt;
|Color=#F65&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Hunters =&lt;br /&gt;
== History ==&lt;br /&gt;
====Early History:====&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reformation:====&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cetanu Crisis:====&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The separation of the castes:====&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Advancement:====&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&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;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&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:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&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:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&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:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&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;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&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;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&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:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&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:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&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:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&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:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&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:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&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:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&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:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&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:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&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;
== The Archive ==&lt;br /&gt;
A comprehensive collection of Hunter Clans and their histories/information, along with any other notable pieces of work or information relating to or from the Hunters. &amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;Members of the predator council are highlighted in green.&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;Ancients (senators, whitelist overseers and head staff) are highlighted in purple.&amp;lt;/span&amp;gt;&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;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Bo’ytill (Legacy Clan)&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Bo&#039;ytill, the Heathens.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFCC00&amp;quot;&amp;gt;#FFCC00 - Tangerine Yellow&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Fortelian&lt;br /&gt;
|Kar&#039;ata&lt;br /&gt;
|Ancient&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #800000;&amp;quot;&amp;gt;No, It&#039;s a legacy clan. It can no longer be joined.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
*The clan of the Bo’ytill’s was made up by different sects, each following their own style of life. These different styles of life made the clan interesting, however, it was still a clan and the ruling elders and the clan leader ensured that tradition was followed. Tradition like the blooding ceremony, and the fact that the Bo’ytill clan was a clan of heathens. Oftentimes, those persecuted for their beliefs, or lack thereof would come to the Bo’ytill’s to take on their way of life.&lt;br /&gt;
&lt;br /&gt;
======Location:======&lt;br /&gt;
*The Bo’ytill clan was hidden in an eastern quadrant of Yautja prime, far secluded from the others, as they habilitated their own way of life in a more isolated section of the planet. They used this to their advantage, the isolation enabling the ability to practice their heathen culture without being associated as outcasts in the standard Yautja culture. They also used the isolation as a benefit enabling them to hunt, without worry of outer distractions. But as we all know, nothing can last forever, and hunts to far away planets would occur.&lt;br /&gt;
&lt;br /&gt;
======Blooding:======&lt;br /&gt;
*The process to attain the status of blooded in the Bo’ytill clan was gruesome. It was like other clan’s blooding rites, but if you failed three times, you were dragged to a stone pillar, clamped, and the younglings who were worthy of their own lives killed you. The spot over the years had been stained with the greenish blood of the Yautja deemed unworthy to live. If you managed to survive the blooding process, and attained the status of blooded, you were given the respect you deserved. Kar-ata had succeeded in his blooding on the first attempt, as most did. It was not an easy task, but the elders didn’t want to kill off their youth, and so they ensured that they were trained and taught well.&lt;br /&gt;
&lt;br /&gt;
======The Hunt:======&lt;br /&gt;
*The isolation enjoyed by the Bo’ytill’s enabled them to hunt without worry about interference of other clans or outer impacts, yet over time, prey dwindled. The fact that they lived in a world that had been ravaged by Cetanu made things a tad difficult. With this in mind, the elders permitted hunts outside of Yautja prime, far away on planets such as LV-624 and Shiva’s Snowball. With new hunting grounds open to them, the Bo’ytill’s hunts grew gruesome. Their savagery was intense, and they fought like beasts. Honourable beasts! They claimed many trophies for their glory, and their feasts were always hearty. Maybe even as much as a hunter’s heart.&lt;br /&gt;
&lt;br /&gt;
======Respect:======&lt;br /&gt;
*Respect and tradition. A large factor of the Bo’ytill clan was the respect. Your status earned you respect. Should you fail to respect them, the clan name, or the honor code, you were severely punished. Whippings were common for miscreants, and the loss of a mandible, or finger was not too rare either. In some cases, as a capital punishment, one would be chained to a coloumn and their dreadlocks removed. You followed the code and you listened to your elders, or you wouldn’t like the consequence, especially if important rules are breached. The working castes earned their pride through their crafts, yet the truly honorable were the hunters, those who could prove their worth and deserving of respect on the hunting grounds.&lt;br /&gt;
&lt;br /&gt;
======The Sects:======&lt;br /&gt;
As stated in the overview of the Bo’ytill clan, there were different sects, or branches of the clan. Listed below are some of these sects. They each have their own hierarchy, but it has no authority over those outside of its own, and the leaders inside are still subject to the rule of the clan elders.&lt;br /&gt;
*One of these was the Thwei, a word which means “Blood” in the language of the Hunters. They were a group that was renowned for their bloodlust. It was they that had first come to the elders, seeking permission to extend their hunts deeper. With the request approved, Thwei was hunting on planets all around the galaxy.&lt;br /&gt;
*Another of the sects was The Forgers of N&#039;ithya D’lex. N’ithya being rock, or Earth, and D’lex being a strong crystalline material used for building. Both warriors and forgers belonged to this sect, the forgers themselves were often the primary workers, but warriors and blooded interested in crafting their own weapon often came to learn and make a blade suited for their own style of fighting. This sect was somewhat secluded inside the original stance of the Bo’ytill culture, for the reason that they respected the Goddess Dlex, in secret. Not worshipped, no, respected, acknowledged, but never worshipped.&lt;br /&gt;
*The Bhu’ja Dekna. Those of the Bhu’ja Dekna tracked their prey and prepared. They always planned ahead. Moved for weeks on end, moving from target to target, trying to find one who was truly worthy of a fight. They carefully picked their target, stalked, and struck. Careful was their name, precision was their game. Their hunting skills were on par with the Thwei, but their style varied greatly. They were robust at all manners of tracking, and knew when the time was right to strike. But never did they dare breach the honor code, hunting a weakened target, or such, for they knew the dishonor would net them a heavy punishment by the elders.&lt;br /&gt;
*The Mo&#039;ta&#039;yar. The name alone being mentioned is enough to put an entire room to silence. It stood for ‘Keepers of the Code’, as the sect’s sole purpose was ensuring the Honor Code is followed, severely punishing those who broke it. Such sects existed in practically every clan to this day, it was found by no other than the Bo’ytill’s founder, Mateon-O.  The sect had one of the most important duties of them all, to protect the honor of the clan by severely punishing those who break it, from severe beatings to executions, the Enforcers never failed in their task. Such an important wing of the clan was entrusted to no one else but the Clan Leader’s mate, Ma’tak-O. Se held the rank of High Enforcer, one of the many duties an Elder may be chosen for. Ma’tak-O expected nothing less from her mate, he began recruiting from the Elites of the clan for the sect, for there was no enforcing of the Honor Code without the Enforcers. &lt;br /&gt;
&lt;br /&gt;
======Founding:======&lt;br /&gt;
&lt;br /&gt;
Matean-O, an elder of Na’Kuel, one very worshipping and praising of gods, seeking that everything he did pleased their gods. However, after multiple encounters, and failures to please these gods Matean-O, enraged, stricken and determined that the gods were false and his whole life was a lie, fled. He took his mate with him, and rallied any others that should follow, this of course enraged the elders, in which they ordered Matean-O to leave, driving him far to the Eastern Quadrant of Yautja Prime, the Bo’ytill’s new resting place for the years to come. Word was quick, as the clan was small. They adapted the name Bo’ytill’s, Bo’ytill standing for True-Seer, or Perfect sight, adopting this name, as Matean-O fully convinced the Bo’ytills that their decision and sight was correct, the gods were false, and they would make, and alter their destiny, not some false idols...&lt;br /&gt;
&lt;br /&gt;
Lokath’Dag looked to Matean-O and calmly said “Matean, you have come before us on, as you say, a matter of extreme urgency, tell us. What is the problem?”&lt;br /&gt;
The elders looked expectantly at Matean-O, who began by saying, &lt;br /&gt;
“Years. For so many years I worshipped the gods above all else. But do you know what came of that?”&lt;br /&gt;
At this, the elders looked towards one another, then turned back to Matean-O. &lt;br /&gt;
“Nothing! Those… those gods are nothing but children’s tales! Meant to keep us in line. They are nothing! I devoted everything to them, but I got nothing in return, not even acknowledgement!”&lt;br /&gt;
“Where are you going with this, Matean-O?”&lt;br /&gt;
“It’s over. These so-called ‘gods’ are not in any way real. Can’t you see that?”&lt;br /&gt;
Lokath&#039;Dag nodded to himself, then looked back and forth to the others. They nodded in unison. &lt;br /&gt;
“Go.”&lt;br /&gt;
“What?” Matean-O took a step back, startled. “You won’t even hear me out?”&lt;br /&gt;
Lokath&#039;Dag slowly stood up and walked over to Matean-O. &lt;br /&gt;
“No Matean. You have disrespected our ways! You have brought shame on yourself, coming to us like this! You, of all people. I cannot believe what I am seeing.” Lokath took a step back and calmed himself down before saying.“Matean. I do not know what has gotten into you. Go home and think. Think about what you’re saying. Rest my friend.”&lt;br /&gt;
&lt;br /&gt;
That night Matean made up his mind. He went to his mate, and had them get ready to leave. After getting everything ready, Matean went to face the elders. For what he hoped would be the last time.&lt;br /&gt;
“Matean, at this time of hour? Have you come to your senses?”&lt;br /&gt;
“It is you who must come to your senses Lokath. You still don’t get it, do you? I must say I pity you.”&lt;br /&gt;
“It is I who pity you Matean. You know that you are no longer welcome here. You must go. Far. Far east. And never return here. You are no longer welcome.” Lokath, sighed, before turning back and leaving the room.&lt;br /&gt;
“I will miss you old friend.” Matean said, but alas, only the empty chamber heard it…&lt;br /&gt;
&lt;br /&gt;
Matean took his mate, and those who he had managed to convince, and fled, heading due east. To start a new life for himself. But not only for himself. He was going to start his own clan, one where you weren’t punished just because you didn’t worship idols. He named his clan “Bo’ytill” which means True-Seer, or Perfect Sight. For he had seen the truth. And he wanted to share it. He wanted to share it with everyone he could.&lt;br /&gt;
&lt;br /&gt;
=====Clan Sigil=====&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Boytill_Sigil.png|128px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written collectively.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Djar’ce&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Djar’ce, Scions of Justice.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7CFC00&amp;quot;&amp;gt;#7CFC00 - Lawn Green&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|democrack&lt;br /&gt;
|Kha&#039;jas&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Joooks&lt;br /&gt;
|Haib-meya&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Biolock&lt;br /&gt;
|Bhu&#039;ja&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|westrover&lt;br /&gt;
|Tau’ke&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM Joooks on Discord.&amp;lt;/span&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
https://docs.google.com/document/d/1dbt3Ug_0rXHxhL22ZNOfgEneUnpr_7t692SDnDycHyU/edit?tab=t.0&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written originally by mrmoon, made soulful by Joooks.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Ktal’t&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Ktal’t====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#606060&amp;quot;&amp;gt;#606060 - Dark Grey&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UntoldTactics&lt;br /&gt;
|Thwu’Kril-Kat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Szymonalex1231&lt;br /&gt;
|Ce&#039;urka&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|piterskiy&lt;br /&gt;
|Njila’Ost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM piterskiy.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
*Njila’Ost, a lone hunter, successfully proved his worth after killing a predalien. After witnessing all the human experiments on the planet he hunted down his target at, he couldn’t get rid of that one single thought in his head - “Disgusting. Mutants.”&lt;br /&gt;
But he quickly embraced it, assuring himself that he was simply born with a noble task to hunt down and kill all these creatures that shouldn’t exist. But Njila’s latest near-death experience raised one simple issue - if he dies, his noble task dies with him. So instead of leaving it as a thought, Njila decided to turn it into an idea, thus marking the creation of the Ktal’t Clan.&lt;br /&gt;
Clan Ktal’t has no particular God they pray to, they don’t care about cultivating their wealth or reputation amongst the other clans. The only thing they care about is their noble goal - elimination(or, in rare circumstances - capturing) of all mutated species they encounter. This includes the results of human experiments, unusual serpent kinds and any other mutated creatures in the outer worlds and, of course - predaliens. The teaching of Clan Ktal’t dictates that the existence of these creatures is foreboding, and will eventually lead to a devastating event that was named as “Akt Dato’Par”, or better known as “The Great Fall” - a great extinction abroad the galaxy. All animals, all creatures, all races, including Yautja - everything will be sent into nothingness.&lt;br /&gt;
&lt;br /&gt;
Though hunting mutants is considered as their main task, that doesn’t mean that’s all they do. The second most important task they have is to collect information about human’s secret activity, serpent infestations or really any planets that could hold life on it, as there’s a risk that mutants could be located on them.&lt;br /&gt;
&lt;br /&gt;
Despite the clan having a straight-forward “speciality”, their blooding ritual does not include killing any mutants, but it is still hard. Hard enough to turn most of the testees into mutilated corpses that no one will probably ever remember.&lt;br /&gt;
The youngling is sent to a large, hostile planet; every day they receive a task they must complete. A total of three of them.&lt;br /&gt;
Day one, scouting: the testee has a mission to locate 20 different hostile creatures and gather any information about them, which includes, but not limited to: daily routine, their nest location, their position in the local food chain, their behavior in and out of battle, their weak and strong sides and so on.&lt;br /&gt;
Day two, hunting: the unblooded one gains a task to hunt down and kill five different hostile creatures they choose; they are free to use any worthy equipment they have, though they are not allowed to use any healing equipment or crystals. Not even after the battle, until they fully complete their task.&lt;br /&gt;
Day three, survival: the young hunter receives a simple task - survive for the rest of the day. But here’s a thing - they are stripped of all of their gear and equipment, and the only weapon they have is their bare fists. This is where most of the unblooded warriors fail and die, since the local fauna consists of not only hostile creatures, but even hostile plants that are deadly enough to deal a fatal blow to a yautja, not even mentioning mere humans.&lt;br /&gt;
&lt;br /&gt;
Ktal’t is a small clan, and is expected to stay that way. Only the best of the best are chosen for the noble task. To keep the galaxy clean of the abominations and mutants. To keep the Hunt going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written by piterskiy.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Luar’Ke&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Luar&#039;Ke, the Shadow Walkers.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#606060&amp;quot;&amp;gt;#606060 - Dark Grey&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;forest2001&lt;br /&gt;
|Kjhute&lt;br /&gt;
|Ancient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ordosian&lt;br /&gt;
|Xaros An&#039;th&lt;br /&gt;
|Leader of the An&#039;th sect.&lt;br /&gt;
|-&lt;br /&gt;
|sora9567&lt;br /&gt;
|Ryl’Ky&lt;br /&gt;
|Elder&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|jarektheraptor&lt;br /&gt;
|Kai&lt;br /&gt;
|Elite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Moonshanks&lt;br /&gt;
|Zabin&lt;br /&gt;
|Blooded&lt;br /&gt;
|[https://docs.google.com/document/d/1u2cEKLGV072J3qWMAKstLY8ypdKYIAbYet98GcZWpeo/edit?usp=sharing Zabin Luar’ke]&lt;br /&gt;
|-&lt;br /&gt;
|XQ&lt;br /&gt;
|Al’Din&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Suriyel&lt;br /&gt;
|Inar-Tar&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|NatsukiKiyoko&lt;br /&gt;
|Ju’dha&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Dubszor&lt;br /&gt;
|Krau-Tar An’th&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Pedroca2lcuas&lt;br /&gt;
|Aihta&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Sirhelgate&lt;br /&gt;
|Mir&#039;kada&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM forest2001.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
*For as long as Hunters have traveled the stars, there has always been a lingering concern: what happens when equipment falls into the wrong hands? One solution was the self-destruct mechanism within every Blooded’s wrist-bracer. However, there was still a further problem should a Hunter be incapacitated or killed before the Self-destruct mechanism is triggered. In most situations, the fallen’s clan would be responsible for retrieval/destruction of the lost gear or bodies. However, in the event of a tomb being desecrated or a similar situation that requires discretion, a specialist is an option. Clan Luar’Ke is an otherwise average clan on the surface, to discourage interlopers or those who would interfere in their duties. Most Blooded members of Clan Luar’Ke are trained heavily in infiltration and achieving their objectives with minimal footprint through Ikthya-de Chiva, the Umbra Trials.&lt;br /&gt;
*In the event their services are required, a seeker is notified by a Clan Luar’ke intermediary and through the proper channels is provided the circumstances and details surrounding the missing gear/body: last known location of the items in question, possible events surrounding the lost items, and potential obstacles that would be in the seeker’s path. The seeker is not informed to which clan has made contact, or which clan the missing gear belongs to. The only relevant information is anything that assists the seeker in accomplishing their objective. The seeker is then sent in either solo or in a very small team to resolve the situation. The seeker or seeker team typically has compartmentalized objectives to accomplish:&lt;br /&gt;
# Locate and retrieve/destroy all lost pieces of equipment as well as Hunter corpses if applicable.&lt;br /&gt;
# If any research or data has been accomplished involving Hunter biology or equipment, destroy or render said data/research useless.&lt;br /&gt;
# Leave no/minimal evidence of Hunter involvement.&lt;br /&gt;
# Keep damage to structures and environments to a minimum unless necessary for success of objectives 1 through 3.&lt;br /&gt;
*Upon success of gear and body retrieval or destruction, the seeker or seeker team notifies the intermediary who then arranges a delivery of the missing equipment, or informs the clan of the resolution. The seekers of Clan Luar’Ke are never to know which clan they assisted, nor will the clan involved ever know who assisted them. There is no room for glory or validation in such a crucial task, Clan Luar’Ke will do it because it must be done.&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written by Sora9567.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Nhon&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Nhon, the Knowledge Seekers====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#3F87D4&amp;quot;&amp;gt;#3F87D4 - Cyan-Blue&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|stalkerino&lt;br /&gt;
|Ah’kui&lt;br /&gt;
|Ancient&lt;br /&gt;
|-&lt;br /&gt;
|CastorTroy23&lt;br /&gt;
|Lang’Kell&lt;br /&gt;
|Elder&lt;br /&gt;
|-&lt;br /&gt;
|Lagomorphica&lt;br /&gt;
|Nurn’Cexyk&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nivrak&lt;br /&gt;
|U’ta&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|kola506070&lt;br /&gt;
|Ikar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lolvax1&lt;br /&gt;
|Ya’yi&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #800000;&amp;quot;&amp;gt;No.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
The Nhon Clan is often regarded as one of the few remaining purely confident clans, often boasting so many young they had to inhabit a whole planet, one where they are often found hosting prolific gladiator matches in the cities testing the young in Blooding Rituals. Nhon members are often known for being the most unashamed hunter, often just walking around without using their cloaking device to test the prey nearby, anyone who had the guts to challenge them would often find them on the floor with their helmets missing afterwards as a trophy, a Nhon trademark. The clan is much more than that, boasting many academic schools of teaching, some featuring; anatomy, psychology, philosophy, and of course the art of war and the act of hunting. While also having many sources of literature which is often looked down upon, however many elites and elders might want to chronicle their life for the young ones to find inspiration and drive to become the best yautja ever. The clan is much more of a society that was looked down upon for their vast knowledge in anything they could come to possess.&lt;br /&gt;
&lt;br /&gt;
======Location:======&lt;br /&gt;
The Nhon clan have expanded so much over the years they can come to inhabit a planet known as Jiralhos, this planet large enough to be habitable for many species for the Nhon clan to hunt and still live peacefully in their multiple cities spanning acrossing the globe. The cities have vast variety in each depending on the sect of Nhon you find yourself in, from marketplace, schools, temples, and coliseums the cities have a lot to offer for the Nhon members. Multiple sects are known for having their very own species preservation which consists of a vast ecosystem filled with multiple strong creatures to hunt and observe for the Nhon.&lt;br /&gt;
&lt;br /&gt;
======Blooding:======&lt;br /&gt;
The Nhon clan blooding ritual is a much tougher ordeal than is standard, due to high expectations the leaders have for every hunter, and the principles the clan tends to follow. In order to even attempt the ritual, an Unblooded must meet the following criteria:&lt;br /&gt;
&lt;br /&gt;
- A tie or greater in a spar versus a Blooded hunter.&lt;br /&gt;
- A passing score on a mental aptitude test.&lt;br /&gt;
- Has made active contributions to areas of learning or debate.&lt;br /&gt;
- A vouch from a Blooded hunter (not the one they sparred with, however).&lt;br /&gt;
&lt;br /&gt;
Once an Unblooded has qualified for the Blooding Ritual, they are taken to a gladiatorial arena located on the Nhon homeworld Jiralhos. This is where they must pass two trials:&lt;br /&gt;
&lt;br /&gt;
The Trial of Prowess - Two human gladiators are released into the arena, the Unblooded’s objective is to defeat the two gladiators without killing them, if the gladiators land four hits (two each) on the Unblooded, the trial is failed. If the gladiators are killed, the trial is failed. The objective of this trial is to prove that the Unblooded has the precision, prowess, and restraint enough to accomplish victory without killing anything in an outnumbered battle.&lt;br /&gt;
&lt;br /&gt;
The Trial of Solidarity - Once the gladiators are defeated, a Tier Three R’ka (usually a Praetorian or a Ravager) is released into the arena. The Unblooded’s goal is to kill it, however after sixty seconds, Tier One R’ka will begin being released into the arena. The Unblooded MUST NOT kill any Tier One R’ka, their only goal is to kill the Tier Three and escape the arena with the body intact. This will become their first trophy and allow them to become a Blooded member of &lt;br /&gt;
the Nhon clan.&lt;br /&gt;
&lt;br /&gt;
Failed Rituals&lt;br /&gt;
&lt;br /&gt;
In the Nhon clan, Unbloodeds who have failed the Blooding Ritual will be forced to work as a pseudo-slave for one of the busier Blooded members for five years. While it is a distinctly unpleasant experience, there have very rarely been hunters who failed again after enduring these gruelling years.&lt;br /&gt;
&lt;br /&gt;
======The Hunt:======&lt;br /&gt;
The hunt is considered to be the Nhon Clans favorite activity.&lt;br /&gt;
&lt;br /&gt;
======Respect:======&lt;br /&gt;
Leader Rhuu’Nhon’s Helmet Stash&lt;br /&gt;
&lt;br /&gt;
Amongst some of the Nhon hunters, there have been many rumblings about Rhuu’Nhon’s trophy collection. Many have seen Rhuu take helmets for trophies, but her trophy room contains none of them. In addition to this, there is an unmarked attached room by Rhuu’Nhon’s private quarters, that she does not let any hunters enter. This has all but confirmed, in the eyes of her clan members, that she keeps an entire private room exclusively for helmets she has collected, which they consider quite amusing.&lt;br /&gt;
&lt;br /&gt;
Nhon Artists&lt;br /&gt;
&lt;br /&gt;
Many of the creative Blooded clan members within the clan have taken up “art”, after one of the hunters brought back a human artbook, and the competitive blood within them sparked a desire to prove they are better “artists” than any human. The art faction is constantly growing, now having their own dedicated rooms and even beginning to map out their own hub.&lt;br /&gt;
&lt;br /&gt;
Statue of the Founder&lt;br /&gt;
&lt;br /&gt;
In the central hub of the Nhon homeworld Jiralhos , there is a statue that was built hollow, and the body of the founding member was placed inside. None of the hunters have found any records as to why this was done, but they do not deny that it makes them feel closer to the Founder. Some hunters believe that every few years his spirit returns to gaze upon the clan he built once more.&lt;br /&gt;
&lt;br /&gt;
Hot Blood&lt;br /&gt;
&lt;br /&gt;
Due to the constant self-improvement philosophy of the clan, many of the hunters within it possess extremely competitive personalities. The desire to prove they truly are the best is so prevalent that entire days have been spent bickering over things as minor as handwriting and effigy crafting.&lt;br /&gt;
&lt;br /&gt;
Other Clans&lt;br /&gt;
&lt;br /&gt;
The official status that the Nhons have towards other clans is, generally, “We’re smarter than you, and better hunters too!” However, when another clan demonstrates knowledge or prowess that is largely unknown to the Nhons, they will usually send emissaries or powerful hunters to try and gain the knowledge they’re missing out on. Truly incorrigible.&lt;br /&gt;
&lt;br /&gt;
======The Sects:======&lt;br /&gt;
(N/A)&lt;br /&gt;
&lt;br /&gt;
======Founding:======&lt;br /&gt;
K’zar-Nhon&lt;br /&gt;
&lt;br /&gt;
K’zar-Nhon was the first and founding member of the Nhon clan, exiled from his birth clan for not being enough of a “hunter” in the clan’s eyes, he turned to creating his own clan of hunters to spread his way of hunting and living to others, in the hopes to one day create the perfect Yautja - both a scholar and a hunter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written collectively.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Teer&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Teer====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF99CC&amp;quot;&amp;gt;#FF99CC - Light Pink&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|IsProbablyCatto&lt;br /&gt;
|Zo’dtaal&lt;br /&gt;
|Ancient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|niktwazny&lt;br /&gt;
|Cauh’ka&lt;br /&gt;
|Leader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|S5nt&lt;br /&gt;
|Qor’nok&lt;br /&gt;
|Elite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FrankTheMagicPotato&lt;br /&gt;
|Pau’thi&lt;br /&gt;
|Elite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|gnorse&lt;br /&gt;
|Na’kaar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foxtrot1322&lt;br /&gt;
|To’jan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThesoldierLLJK&lt;br /&gt;
|Moka Chiva&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #FFFF00;&amp;quot;&amp;gt;Case by Case, DM niktwazny.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
=====History:=====&lt;br /&gt;
* The earliest records of the Teer clan date back to a few millennia ago, with little being known about them, save for the ill fate that befalls most of their foes. Based on the resource abundant system of Dán, many clans have expressed their envy over such a system, as control of it would be able to boost their own capabilities many times over. Perhaps their most well known incident which sparked their fame and began their ascent into greatness would be their clash with the Nash clan, a rivalling clan which outnumbered them greatly. Anyone of sound mind would believe the Nash clan to easily crush the Teers and perhaps they themselves believed so too as they soon led their entire clan to battle, hoping to claim both an easy victory and the Teers’ many resources. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; It was clear that the Teers had little chance of winning when they brought a measly fifteen ships versus a grand fifty and yet, even amidst the lasers and the wreckage of their own ships, Na’Teer, the clan head at the time, boarded the enemy flagship with a small party. He wreaked havoc amongst the ship, disrupting communication between the entire Nash fleet and also duelled Bo’Nash, the leader of the Nash clan. It was unknown who won between them for a great deal of time, the battle between the two fleets coming to a standstill and yet to everyone’s utter surprise, Na’Teer emerged victorious, bringing the head of Bo’Nash with him and thus ushering in a new era for the Teer clan as a whole. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; In recent times, they’ve begun to change their philosophy, hoping to expand their control over the galaxy much more rapidly than before and have thus turned their eyes towards a few new sectors. Continuing their pursuit of quality over quantity has truly given them an advantage over all but the most numerous of foes, with their own initiates being a cut above those of other clans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Thar’n&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Thar&#039;n, the Ancient Architects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7851A9&amp;quot;&amp;gt;#7851A9 - Royal Purple&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SpartanBobby&lt;br /&gt;
|Tarei-da&lt;br /&gt;
|Leader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sleepynecrons&lt;br /&gt;
|Th’syra&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;Bancrose&amp;lt;span&amp;gt;&lt;br /&gt;
|Lok’tar&lt;br /&gt;
|Ancient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;CCRWasHere&lt;br /&gt;
|Jall&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|carlarc&lt;br /&gt;
|Ajah-Tah&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #800000;&amp;quot;&amp;gt;No.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Contact SpartanBobby#3214 for lore&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Clan Ul’uan&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Ul&#039;uan, The Accursed Tribe====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #70623f&amp;quot;&amp;gt; #70623f - Gold Dust&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;MeH0y&lt;br /&gt;
|Vek&#039;Sol&lt;br /&gt;
|Clan Leader &amp;amp; Seer&lt;br /&gt;
|-&lt;br /&gt;
|Nomoresolvalou&lt;br /&gt;
|Ezta&#039;ntxal&lt;br /&gt;
|Elder, Bonemelder&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdie&lt;br /&gt;
|M&#039;had&lt;br /&gt;
|Elite, Healer&lt;br /&gt;
|-&lt;br /&gt;
|An a jay&lt;br /&gt;
|Okoup&lt;br /&gt;
|Zealot&lt;br /&gt;
|-&lt;br /&gt;
|bishopil&lt;br /&gt;
|Illawi&lt;br /&gt;
|Shaman&lt;br /&gt;
|-&lt;br /&gt;
|BeagleGaming1&lt;br /&gt;
|Zaun&#039;tuin&lt;br /&gt;
|Keeper&lt;br /&gt;
|-&lt;br /&gt;
|jarektheraptor&lt;br /&gt;
|Ki&#039;aii&lt;br /&gt;
|Butcher&lt;br /&gt;
|-&lt;br /&gt;
|M4L4SS4S&lt;br /&gt;
|Ahanu&lt;br /&gt;
|Bonemelder&lt;br /&gt;
|-&lt;br /&gt;
|Frans_Feiffer&lt;br /&gt;
|Ar&#039;khan&lt;br /&gt;
|Hunter&lt;br /&gt;
|-&lt;br /&gt;
|Donman12&lt;br /&gt;
|T&#039;kalkuk&lt;br /&gt;
|Butcher&lt;br /&gt;
|-&lt;br /&gt;
|LambdaSucks&lt;br /&gt;
|Dua&#039;Teh&lt;br /&gt;
|Beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|RGBDeadSilent&lt;br /&gt;
|Vael&#039;uhn&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Recruitment Status====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ffb617&amp;quot;&amp;gt; RESTRICTED: Contact MeH0y for Details.&amp;lt;span&amp;gt;&lt;br /&gt;
=====Overview=====&lt;br /&gt;
*The tribalistic Yautja of Clan Ul’uan represent the perpetuation of the primitive way of life that was once enjoyed by all members of their race prior to the destruction of the home world centuries ago. Nomadic, and accustomed to the deserts and putrid swamps in which they live, the Clan avows itself to a pursuit of spiritual devotion and hesitates to embrace the technology that the larger Clans have developed over the centuries and lending themselves to material practices, relying on only the necessities to participate in the broader Yautja customs. &lt;br /&gt;
&lt;br /&gt;
The wounds inflicted by the desolation of their world run deep in Clan Ul’uan far into the future, where the bulk of Yautja society adorns their best with honor and glory, the focus of the Ul’uan is one of survival, prostration, and shame, begging their Gods for forgiveness, and praying that they may find strength. The belief that is most central to the Ul’uan is that they are an accursed tribe, and that their cruel circumstances are a direct result of the actions of their forebearers, resulting in the punishment enacted on them by Cetanu, the idol of death, and the most important figure in the Ul’uan pantheon.&lt;br /&gt;
====Beliefs====&lt;br /&gt;
*The Clan abides by a similar honor code to the rest of Yautja society, however, looks down upon the use of superior technology in some cases. The Ul’uan have a strong sense of caution and modesty and look shamefully upon those within their tribe that demonstrate hubris or arrogance.&lt;br /&gt;
&lt;br /&gt;
The Ul’uan occupy a region of Yautja Prime that is mostly comprised of arid badlands and festering swamps, which is, while habitable to a degree, extremely unforgiving and difficult to occupy. The Clan members believe that this exile to desolate lands is a punishment set upon them by the Gods and take no thrill or leisure in the act of hunting prey. The prey they do hunt is done for the sake of survival and is viewed as sacred by the Clan members. The Ul’uan rarely take trophies of dangerous creatures indigenous to their lands as a display of courage and pride, but often take smaller tokens to affix to their weapons and armor, or to make charms and talismans to pay homage to the Gods for the gift of prey. The Ul’uan consume all prey they hunt, and to not utilize or waste the carcass of a creature is considered a great insult to the Gods, or the Hunter. &lt;br /&gt;
&lt;br /&gt;
The Ul’uan have a unique reverence for the god Cetanu, however not one of admiration, but of fear and respect. The Clan members believe Cetanu to be a vengeful God, and that it is the duty of the Ul’uan to provide appeasement, lest another cataclysm occur. This duty is carried out through various religious practices and rituals, as well as the core cultural aspects of the Ul’uan, and their modest way of life. The Ul’uan believe that a reliance on technology developed by larger Clans during the Reformation period is an advantage gained, but not earned, and that overuse will cast them out of favor with the Gods and void their sacred exile. &lt;br /&gt;
====Practices====&lt;br /&gt;
*The Clan largely sustains its population of several hundred members at any given time by moving periodically throughout their lands in accordance with the seasons so as to not upset the ecological balance of their consumption and the stock of wildlife. &lt;br /&gt;
&lt;br /&gt;
The aforementioned indigenous creatures in the swamps and desert are particularly dangerous, and hostile to the Yautja. Saar-Qa; six-legged reptilian beasts with caustic venom proliferate in the acrid swamps, while the arid regions are dense with the Ful’n; aggressive scorpion-like creatures, armored with thick carapaces and equipped with deadly stingers. While a threat to the Ul’uan, the Clan depends on these creatures for sustenance and survival and send groups of several adult males of their clan to participate in hunts of these creatures to feed their tribe. When a hunting party returns to the tribe empty-handed, or the Clan members are bested by their prey, it is considered an extremely grave omen by the Ul’uan, and an indication that the Clan’s performance is displeasing to the Gods. To appease their idols, the sacred ritual referred to as Ul’azaar, or Exodus.&lt;br /&gt;
====Rituals====&lt;br /&gt;
*The most crucial ritualistic practice for the Ul’uan is Ul’azaar, or Exodus. Considered to be a form of sacred pilgrimage, the Exodus party is comprised of a group of Clan members, typically spanning several generations of Ul’uan, ranging from a younger unproven Yautja, to an experienced hunter, to a ranking Seer. The practice of Exodus is required when a failed hunt in their homelands occurs, and it is suggested that the Gods, specifically Cetanu, have become unamused by their exploits. To rectify this, the act of Exodus requires an expedition outside of their homelands to find, consume, and sacrifice an unfamiliar creature. The prey in question is often decided by rule of mysticism, and a profound vision the tribe’s Seer will typically have followed a failed hunt. &lt;br /&gt;
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In the earlier centuries, this would involve a journey to other continents on the Yautja home world, but as time would go on, the Ul’uan were often required to journey to far planets in search of their prey, sometimes lasting several years. Regardless of the technological advancement, strength, cunning, or overall danger imposed by the targeted prey, the Ul’uan in Exodus are required to perform the hunt and sacrifice with nothing but the primitive tools and weapon of their homeland. Only in the past few hundred years has the practice extended to the hunting of humans, but the rules of the pilgrimage remain the same. The Ul’uan are not a spacefaring tribe and rely on the cooperation of other Clans to allow the Hunters passage on their sacred mission, to which neighboring Yautja look upon with a sense of respect for their commitment to traditions, but pity for their lack of progress and ultra-conservative means. The Ul’uan are merely tolerated and allowed to participate in coincidental hunts. &lt;br /&gt;
&lt;br /&gt;
The sacrificial act of Ul’azaar requires several things; firstly, once the creature has been slain in accordance with Ul’uan practices, which is an offering to the God of the Hunt, the flesh must be stripped from the bones and burned as an offering to N’ithya, the Goddess of Life. Then, the skull must be removed from the body and cleaned, before being slathered with the creature’s blood. An altar must be built for the skull to be placed upon, as an offering to Cetanu, the Lord of Death. Finally, the remaining bones of the creature must be crushed and consumed by the Ul’uan, as an homage to Tharda, God of the Feast. Rarely does a single incident of this superfluous hunt occur during an individual Exodus pilgrimage, and it is believed that more favor will be earned with the Gods with a greater quantity of sacrifices, and difficulty of hunt. In more perilous times for the tribe left behind on the home world, the Exodus party has seen fit to hunt entire populations of species to near extinction in order to appease their Gods. Ul’uan are forbidden from consuming anything but the bones of their prey during the sacred mission, which often leads to Clan members succumbing to starvation in the midst of the journey. &lt;br /&gt;
====Tribal Structure &amp;amp; History====&lt;br /&gt;
*The Ul’uan Clan, as it is in the modern era, splintered off from the main Clans and spent the majority of its history in isolation from the burgeoning society under the care of the Council of Ancients, prior to the majority of the Reformation period and the establishment of the caste system and standardization of the pantheon. As a result, the Ul’uan society and culture developed in vast contrast to that of their more advanced neighbors following the conflagration of the planet. &lt;br /&gt;
&lt;br /&gt;
The de facto leader of the Ul’uan is not decided by means of strength, displays of courage or honor, or even age and experience, but by ritual. The Clan’s leader, known as the Seer, is chosen by rite of divinity, and is a tradition that has been passed down from the first Seer, Qur Ul’uan, an important spiritual figure and ancient ancestor of the modern Ul’uan, who guided his tribe through the events following the cataclysm. The Seer is chosen from amongst the youngest of the Clan through the Vul-Saathan, or Unseeing-Gaze, a ritual involving long periods of meditative isolation and ingestion of hallucination-inducing herbs and compounds found in the Ul’uan homeland. As a result of the claim to the leadership of the tribe being handed down, and not earned through trials of strength or spirit, the leader has sometimes been challenged through the tribe’s long history, resulting in perilous circumstances for the already dwindling Clan. &lt;br /&gt;
	&lt;br /&gt;
Outside of tribal leadership, the upper echelon of power and influence within the Clan is vested within its Shamen, the spiritual leaders aside from the Seer. Those who become Shamen do so by doing great deeds for their Clan, which may include the act of Exodus, the performance of sacramental rites on the behalf of the Clans honored dead, or apprenticeship following the Yual’aar, the Witnessing. &lt;br /&gt;
&lt;br /&gt;
The Witnessing is a ritual following a young Clan member’s first successful hunt, which may occur in the homeland, or during Exodus. Regardless of where the young Clan member’s first hunt occurs, the Witnessing must happen, and the ceremony is traditionally done to pay reverence to the actions taken by the first Seer, Qur Ul’uan. &lt;br /&gt;
&lt;br /&gt;
The first Seer prostrated himself before the God of Death in the era of the Cataclysm, as the conflagration of his world occurred around him, and begged for mercy upon him and his people. The world burned, and Qur Ul’uan heard nothing. Alone and forsake, the Seer bled himself and sat, awaiting the end. As the Seer’s green blood slowly drained from his body, his failing strength and faintness led himself to see visions of a path to a land cast encased in shadow, desolate, and fearsome. Gathering what was left of his meandering vitality, Qur Ul’uan gathered the scattering remains of his Clan and others, and guided them through the darkness, and the annihilation of Yautja Prime. The Ul’uan believe this vision was bestowed upon the first Seer so that the survivors of the destruction might find a path to redemption through their exile, and the tradition of their isolation was passed down through the generation. &lt;br /&gt;
&lt;br /&gt;
To pay homage to their honored ancestor, the young Yautja must themselves find a dangerous, desolate landscape, one ravaged by war, famine, or destruction, and they too must prostrate themselves before the Titan Cetanu, and drain their blood to near depletion amidst chaos, and make a series of offerings to the Death God, until a vision is received. This ritual is always overseen by a Shaman, and many perish during this process, but those that survive are considered Proven by the tribe. All Ul’uan are raised as Hunters, and taught to survive in their wasteland, but after Yual’aar, some often transition to different roles in the Clan, including craftsmen, healers, or stablemasters, as the Ul’uan utilize horse-like creatures native to their home world to navigate the hostile terrain of their lands and track prey great distances. Those that are able to receive a vision and become Proven are unquestioning in their faith and are near fanatically driven by their beliefs. &lt;br /&gt;
====Physiology, Weaponry, and Culture====&lt;br /&gt;
*The Ul’uan, native to the Taruul region of the Vaifurh sub-continent, have gained some significant physical differences to their more civilized brothers and sisters after centuries in genealogical isolation. The more prominent features include much stronger, and broader facial mandibles formed as a result of persisting off of bones for a large portion of their history, using their powerful jaws to crush the bones and consume the marrow within. The act of consuming the bones of a creature slain in the Hunt is a significant Ul’uan customary practice. Additionally, Ul’uan Yautja are typically slender in figure, and possess skin of darker pigment, likely adapting to their desert environment, living under the cruel heat of the twin suns. &lt;br /&gt;
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Traditional Ul’uan weapons are extremely primitive compared to the state of the art, and most hunters typically wield an axe of some for, due to its uses in both combat, and utility, as the butchering of large creatures is not easily done with a knife. Experienced Hunters in the Clan can be found to carry unique staves adorned with many charms and talisman constructed from the carcasses produced from previous Hunts. These staves are symbolic of a Hunters commitment to their craft, as the staff lacks utility in the process of consumption, as well as an homage to the first Seer, and his role as the shepherd. The shaman of the tribe, as well as the Seer, all typically carry staves. For other equipment commonplace amongst Yautja, the Ul’uan are significantly more limited, and the extent of the technology the Ul’uan possess, and are willing to utilize is near-antique forms for active camouflage systems, proto-wristblades, gauntlet shields. It is Ul’uan tradition to produce their bio-masks from the skulls of their prey, and the Ul’uan craftsman have mastered the art of molding and forming bones to their wills, a process called bone-melding. The Ul’uan absolutely revile plasma weaponry, as they see it as a tool of destruction, not one of careful cultivation and harvest like their more traditional axes and hatchets.&lt;br /&gt;
&lt;br /&gt;
Ul’uan hunting practices have developed over the centuries to compensate for the hostilities of their environment and their lack of advanced technology. Ul’uan Hunters rarely fight alone, and lengthily stalk their prey until they can find it isolated. Hunting parties typically act in groups of four, including three Hunters and one Shaman, to ensure the proper sacraments are undertaken. These the actual process of subduing the beast involves the three Hunters encircling the prey and slowly bleeding it to death over a period of time. This is sometimes done entirely on horseback with larger prey, but typically on foot with smaller prey. The Ul’uan prioritize flexibility in combat and the ability to maintain control of a situation. As previously mentioned, the Ul’uan primarily use axes for their combat, and supplement themselves with herbal remedies and traditional medicines. While the use of mind-altering or recreational compounds is frowned upon in broader Yautja society, the Ul’uan see certain narcotics and decoctions as a means to connect with the spiritual plane and strengthen their faiths, as well as access prophetic visions. While the concoctions created by the healers of the Ul’uan are primarily used for ceremonial purposes, some are even used to heighten senses in the Hunt. The traditional herbs are collected and refined by the Tribe’s healers before being traded to the Hunters, as the Ul’uan rely largely on a barter economy, and have no formalized currency. The exchange of medicinal herbs of many varieties, as well as the ceremony of consumption of these herbs is considered a sacred practice and demonstration of the respect Hunters have for each other and their Tribe’s ancient traditions. The herbs are often consumed by smoking through pipes fashioned from carved bones.&lt;br /&gt;
&lt;br /&gt;
====Tribal Ancillary Roles====&lt;br /&gt;
*Not too dissimilar from traditional ancillary roles, the following tribal roles exist within the Clan and serve unique purposes. Only Proven Hunters are given these roles, however aspiring prospects may seek to explore their future position.&lt;br /&gt;
&lt;br /&gt;
===Tribal Leadership===&lt;br /&gt;
*Seer:&lt;br /&gt;
&lt;br /&gt;
Responsible for the direct oversight of the tribe, a diviner of the Path, and the guide of their kin. Seer&#039;s a chosen sporadically, and are an important component and perpetuating rituals and traditions.&lt;br /&gt;
&lt;br /&gt;
*Shaman:&lt;br /&gt;
&lt;br /&gt;
A Shaman oversees the proper delivery of rituals and traditions by the Clan&#039;s members, whether it be hunting practices or funeral rites. Their participation in ceremonial hunts is crucial.&lt;br /&gt;
&lt;br /&gt;
*Zealot:&lt;br /&gt;
&lt;br /&gt;
Zealots are the willful arm of the Clan&#039;s mystics, and are responsible for dispelling challenges to the Seer&#039;s wisdom, and keeping the peace within the Clan.&lt;br /&gt;
&lt;br /&gt;
===Supporting Hunters ===&lt;br /&gt;
*Butcher:&lt;br /&gt;
&lt;br /&gt;
A Butcher is the Clan&#039;s foremost handler of corpses delivered to the tribe by its hunters. Processing of not only the meat, but the entrails, bones, tendons, and ligaments of the carcass are all done by a Butcher to ensure that none of the kill is wasted.&lt;br /&gt;
&lt;br /&gt;
*Healer:&lt;br /&gt;
&lt;br /&gt;
Healers are the resident experts in traditional Ul&#039;uani medicine, and use extensive knowledge of herbs, fungi, and other natural elements to create extremely potent remedies. &lt;br /&gt;
&lt;br /&gt;
*Beastmaster:&lt;br /&gt;
&lt;br /&gt;
A Beastmaster is a rare calling among the Ul&#039;uan, and is traditionally employed when the prey far outstrips the capabilities of the hunting party itself. Beastmasters are carefully trained and exceptionally gifted in the handling of dangerous animals, and often use tamed creatures as tools in the hunt.&lt;br /&gt;
&lt;br /&gt;
===Foundational Hunters===&lt;br /&gt;
*Bonemelder:&lt;br /&gt;
&lt;br /&gt;
Bonemelders are the Clan&#039;s primary craftsmen, and are well endowed in the ancient technique of, as their namesake goes, bonemelding, which is a method of softening and manipulating harvested bones to create the tools and armor of the Ul&#039;uani.&lt;br /&gt;
&lt;br /&gt;
*Stablemaster:&lt;br /&gt;
&lt;br /&gt;
The E&#039;wun are horse-like creatures native to the Taruul, and roam the deserts in sparse packs. The nomadic tribe depends on these creatures for transportation and aid in the hunt, as well as to haul their settlement from one location to the next. Stablemasters are their tamers and riders.&lt;br /&gt;
&lt;br /&gt;
*Keeper:&lt;br /&gt;
&lt;br /&gt;
Along the path of migration of the Clan, dozens of ancient, looming constructs have been built by generations of Ul&#039;uani craftsmen and masons. The forebearers of these monoliths are known as the Keepers, whose sacred duty is to maintain the familial tombs of the Clan&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
====Clan Sigil====&lt;br /&gt;
[[File:Uluansigil.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;The Ul&#039;uani Clan Sigil represents the sweeping winds cutting across the Taruul, their homeland, entranced by the dance of the twin suns arcing across the sky.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Mei’ka&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Mei&#039;ka, the Maidens.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9900CC&amp;quot;&amp;gt;#9900CC - Dark Violet&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unknownity&lt;br /&gt;
|Shi&#039;rei&lt;br /&gt;
|Leader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Geeves (Legacy Member)&lt;br /&gt;
|Ka&#039;ruul&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shirumic (Legacy Member)&lt;br /&gt;
|Lai&#039;asku&lt;br /&gt;
|Blooded&lt;br /&gt;
|[https://docs.google.com/document/d/1AsykOKGBrduGKAvaKOgDoPAhqyDVXzQLxDBWOSsys5o/edit?usp=sharing Lai’asku Mei’ka]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;NessiePendragon&lt;br /&gt;
|Oya&lt;br /&gt;
|Ancient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BlitzArde&lt;br /&gt;
|Mal’Kaia&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #FFFF00;&amp;quot;&amp;gt;Case by Case, DM unknownity.&amp;lt;/span&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
* The Mei&#039;ka clan is a clan once filled with tragedy and now reformed as the ashes of the remaining members rose up to take back what is theirs. It was once an average clan and now it is a clan dedicated to Dtekale and their faith is all around her. The clan is made out of females only who have found a different desire and purpose where they would be shunned or even killed by other clans if known about it. Their desire is all about the Hunt to succeed and show Dtekale their might and skills and strengthen their spirit.&lt;br /&gt;
======Location:======&lt;br /&gt;
* The clan’s home is located in the southern quadrant of ████ Prime where religion isn’t as completely centralized thus other clans who live nearby do not mind how the Mei’ka clan portrays the Goddess Dtekale differently. Wherever the Mei&#039;ka clan is, there will always be a temple nearby dedicated to Dtekale. The clan is currently expanding its hunting outposts and temples beyond the home planet.&lt;br /&gt;
======Religion:======&lt;br /&gt;
* The Mei’ka clan is highly religious only towards a specific deity which is the Goddess of women and birth, Dtekale. The Goddess is portrayed differently by the clan, having a larger emphasis on women. The widows questioned why there is a god for women but not for men. They believe only certain females could become hunters. They believe the raw strength and strive for the hunt which isn’t common for females was a sign that they had Dtekale’s spirit within them. Their conclusion about why most females didn’t have the Goddess’ spirit was due to them becoming child makers and mates as it made them weak and lose their strive to hunt and rather stay at home. Not having the spirit of the Goddess was a sign of weakness for them and they would do anything to keep the spirit inside them or else they would lose their respect for their fellow sisters and be kicked out of the clan or be transferred to the working caste or turned into a serf.&lt;br /&gt;
======Blooding:======&lt;br /&gt;
* The Blooding rite for the Mei’ka clan is very demanding and difficult for most female Yautja as it revolves around the strive and desire to hunt which most females do not have. For one to complete their Blooding rite, they have proven themselves to bear the spirit of Dtekale. If they were to fail the rite, the un-blooded would receive harsh punishments in return, they were then taken to the clan’s Shaman for them to attempt to wake their spirit of Dtekale. If they failed the rite a second time, then they had no place in the clan’s finest and were given labor roles and remain unblooded for their life, that is if they lived.&lt;br /&gt;
* The Mei’ka blooding rite has 3 main principles:&lt;br /&gt;
# The rite must be considered already challenging to male hunters&lt;br /&gt;
# The main objective is to secure a trophy of the prey you were given to hunt&lt;br /&gt;
# You are required to be stripped of everything but a single spear and loincloths to achieve the same experience as Dtekale had during her age of being inside a mortal body&lt;br /&gt;
======Reputation:======&lt;br /&gt;
* The Mei’ka clan has an interesting reputation among other clans who know them, especially those who knew the Mei’ka clan before its revision. Due to the infamous disappearance of all the males in the clan, other clans believe they had to be involved with the disappearance as how could all the males disappear without a trace? Due to that, those who knew about the old Mei’ka clan, do not trust the current one and avoid them with their best effort. Because of the Mei’ka clan rejecting the traditional purpose of a female Yautja, they are generally disliked by traditionalists. Mei’ka views females of other clans as weak unless they are a part of the warrior caste and have no mate. Due to their stance about having a mate and becoming a child-maker, other clans have started calling them the Maidens.&lt;br /&gt;
======History:======&lt;br /&gt;
* Founded by Bokahn Mei’ka, the clan was originally just like any other clan as they had the same practices and standards. The clan had a special event that occurred once every four years and lasted two months where all the males in the clan went away to partake in a large hunting party and returned with a large feast to share with the females. Even the males in the working caste joined the event to help the warriors in particular activities where they couldn’t do it on their own. However one fateful event, they never returned. Their ship went missing and it couldn’t be tracked, the same goes for the gear the males had. They all disappeared without a trace and many conspiracies were formed by other clans who knew the Mei’ka clan. Some conspiracies talked about how the females sabotaged the ship and the gear to disable their tracking systems and sent the ship far into the unknown where it could never be found, some conspiracies simply say that the ship was sucked into a black hole or was completely disintegrated by unknown means. What was known is that they are all gone and will never come back. The remaining females in the clan were now called the widows by other clans and subsequently, the clan itself was called the widow clan. Instead of dissolving the clan, they decided to change it completely to the point of it being entirely different. They believed to be lucky to survive the extinction of their old clan, they believed Dtekale protected them and thus centered the clan around her and about women. The incident is now a reminder and curse to them, to never allow males into the clan or else they would suffer the same fate, not because they hated males or thought they were superior to them. The new founder Kay’ta Mei’ka returned the clan from its ashes and became a sanctuary for females who rejected their purpose to bear pups and have mates and rather focused on The Hunt. Currently, nobody still knows what happened to the males and the truth will never come to light.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Sigil=====&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Meika_Sigil.png|128px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written by Unknownity.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan K’wii&amp;quot;&amp;gt;&lt;br /&gt;
====Clan K&#039;wii====&lt;br /&gt;
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=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt;#CC0000 - Crimson Red&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;JoeLampost&lt;br /&gt;
|Nan&#039;ku&lt;br /&gt;
|Ancient&lt;br /&gt;
|-&lt;br /&gt;
|NuggetsOnToast&lt;br /&gt;
|S&#039;kra&lt;br /&gt;
|Elite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SuprisedBaby&lt;br /&gt;
|Ta&#039;ruuk&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|InsaneRed&lt;br /&gt;
|Ruad’hri&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Arryn&lt;br /&gt;
|X&#039;arnen&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Reunification&lt;br /&gt;
|L&#039;lyen&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #CC0000;&amp;quot;&amp;gt;No.&amp;lt;/span&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
=====Overview:=====&lt;br /&gt;
Clan K’wii is a nomadic Yautja clan. Its members rarely are found to settle in one location. However wherever they appear in the galaxy they are bound to cause controversy amongst other hunter clans. Living very different lifestyles to most other clans, Clan K’wii place a high standard on all things material. Being a smaller clan they do not possess great forges and their expert smiths have long since perished. Original K’wii artefacts are rare and reserved for the highest in the clan. Clan K’wii acquires their goods and gear along their journey and it is a high dishonour to lose it. Yautja of the clan hunt for material gain, and never waste. Hide, bone, and skins of lesser prey are all valued. The higher prizes sought by these hunters however is the gear from other yautja, K’wii hunters recover gear from all fallen Yautja and add to their stockpile. A controversial action which has resulted in many honour duels over ownership of the gear. &lt;br /&gt;
=====Location:=====&lt;br /&gt;
Clan K’wii boasts a single yautja mothership named the dha-viath (Disaster). The vast majority of the clan lives on this presumably salvaged ship. It is a mess of a ship, consisting of parts from various different ships smashed into one hull. The paint job on the ship consists of a worn out silver and red colour. The ship itself is over 2000 years old, however next to no original parts are left on the ship. Over the years old, broken, and worn out parts have been replaced by newer and more advanced parts salvaged and acquired from other clan shipwrecks. A noticeable modification to the ship is the lack of a proper smithing area onboard. The old smithing area was converted into storage for acquired gear, as well as a shrine to Nritja.&lt;br /&gt;
=====Blooding:=====&lt;br /&gt;
Clan K’wii’s right of blooding is often regarded as harsh by lesser clans standards.The reason behind this being that their clan is constantly at odds with most other clans due to their nomadic nature. Clan K’wii’s right of blooding is equal to that of some lesser clans elite trials. Their Clan’s leader Nan’ku K’wii observes every blooding with an elite clan councillor to ensure the standards of his clan are kept.&lt;br /&gt;
&lt;br /&gt;
The unblooded are dropped on to a unspecified planet chosen by Nan’ku K’wii and a elite clan council member&lt;br /&gt;
&lt;br /&gt;
They are told to not use their: cloaking devices,plasma caster,any form of burner and are told to remove their masks (if the clan has any to spare at the time of the ritual).&lt;br /&gt;
&lt;br /&gt;
The young warriors are set upon the planet to hunt at least three serpents, and return with their trophies and spoils to contribute to the clan.&lt;br /&gt;
&lt;br /&gt;
Those who fail to complete this trial, will be pitted against the other failures in a fight to the death. The winner of this battle will be granted the right to retake the trial at a later date.&lt;br /&gt;
&lt;br /&gt;
Those who succeed in the trial will be honoured by the Clan Leader Nan’ku and granted their bracer and mask.&lt;br /&gt;
=====The Hunt=====&lt;br /&gt;
Every hunt begins with a quick ritual to Nritja. This ritual consists of saying a prayer and drinking a glass of akrei-non (fermented xeno blood mixed with fruit) in front of Nritaja’s shrine inside of the ship.&lt;br /&gt;
Yautja of Clan K’wii hunt in small groups to ensure gear recovery if necessary and the elders enjoy observing their younger hunters in combat. &lt;br /&gt;
If a yautja is to perish on the hunt their body will be recovered and returned to the mother ship to take place in a ritual at the shrine before being laid to rest.&lt;br /&gt;
It is common for hunters of Clan K’wii to create shrines/temples on worlds which facilitate their hunt, where they dedicate certain trophies to their pantheon demi-god Nritaja.&lt;br /&gt;
After each hunt concludes the spoils are gathered and presented to the clan leader so each hunter may demonstrate their contribution to the clan and further their standing.&lt;br /&gt;
=====Founding=====&lt;br /&gt;
Clan K&#039;wii Broke away from a larger clan who followed the pantheon of Chiyte&lt;br /&gt;
The founder Nan’ku got a vision from Nritja to give him the confidence and the bravery he needed to take his warrior sect and split from the clan before it fell into ruin.&lt;br /&gt;
The old clan was wiped out, K’wii is all that remains proving to Nan’ku that his vision was true, and his followers became ever loyal for saving them.&lt;br /&gt;
Nan’ku led a warrior sect and therefore lost the ancient knowledge of smithing and forging his own gear, leading to his clans need to fight for all they have.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Clan Loxzil&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Loxzil, Arrogant Artisans====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #405515&amp;quot;&amp;gt; #405515 - Olive Drab&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;MrSmiley316&lt;br /&gt;
|Quea’ak&lt;br /&gt;
|Clan Leader&lt;br /&gt;
|-&lt;br /&gt;
|matttheficus&lt;br /&gt;
|Mal&#039;rah&lt;br /&gt;
|Elder&lt;br /&gt;
|-&lt;br /&gt;
|Vending Machine&lt;br /&gt;
|La’Koll&lt;br /&gt;
|Elite&lt;br /&gt;
|-&lt;br /&gt;
|jesters_ballad&lt;br /&gt;
|Sadov&#039;Sei&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Edgardo1&lt;br /&gt;
|Muii&#039;ak&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Tobias_reaper&lt;br /&gt;
|Ov’raka&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #405515;&amp;quot;&amp;gt;Yes, DM MrSmiley316.&amp;lt;/span&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
=====Overview=====&lt;br /&gt;
Clan Loxzil has a more recent history only spanning fifteen centuries. Its foundation was created by the Master Artisan Atla’tes-Loxzil after breaking away from Clan Uliz’bard due to perceived disrespect for his arts. He along with other artisans of Clan Uliz’bard who broke away to follow him set out and formed Clan Loxzil on the remote, arid planet of Buhiri. In doing so they also heavily modified the existing yautja pantheon to suit their own views of how everything was created, being dissatisfied with the existing interpretations that many clans follow. Of course this action he took has not painted the clan in any form of glory, instead being seen as a bunch of proud, arrogant, ignorant, and closed off artisans to those outside of the Clan. Those who are part of Clan Loxzil are known to create multiple different pieces of artwork and are all inspired by various hunts the members are required to go on before creating more and as part of their blooding ritual. They range in quality but the members within the clan are very self-centered and always view their own piece as the best. &lt;br /&gt;
=====Location, Places of Interest, Artifacts=====&lt;br /&gt;
Synopsis:&lt;br /&gt;
Buhiri is where Atla’tes-Loxzil decided to settle down after an organized ritual with Clan Shaman Lilyuz’cuz-Loxzil resulted in a vision of this planet as the tale goes. Buhiri is a remote, arid world with vast mountain ranges, and large swathes of arid savannah punctuated by a singular, large ocean covering an expansive, singular continent. Due to the hostility of the environment, Clan Loxzil tends to focus themselves either within the coastlines, or within the interior mountain ranges. Within Buhiri there are three major population centers, with numerous minor settlements and villages created to help support the population centers.&lt;br /&gt;
&lt;br /&gt;
Places of Interest:&lt;br /&gt;
&lt;br /&gt;
Atla’tes Citadel: The original residence of Atla’tes-Loxzil. Located at the exact center of the city. A series of lavish buildings in a compound atop a large mound that were constructed by hand. It is well ornate with various precious metals and artistic inscriptions of each hunt that Atla’tes-Loxzil took. Legend states that Dlex sent down a Hed’gauz-oocee to guide Atla’tes to this exact spot, after beating it in physical combat and bathing within its stomach acids, before using its brain pulp as ink to create the building design. This is also the location that houses the clan leader, and clan elders as they take up residence within the various buildings in the compound.&lt;br /&gt;
&lt;br /&gt;
The Hizxol’abe: A large, cube shaped building constructed from granite for the sole purpose of housing and presenting the clan&#039;s completed art pieces, as well historical texts, manuscripts and artifacts. Within its long and winding halls are housed the first completed pieces of art of every blooded member of the clan, subsequent pieces of art created by blooded individuals are then compiled in sections dedicated to themselves. For those that died honorably, their Jial-be’zil are put on display as well. &lt;br /&gt;
Migtcul’we: The primary religious center of Clan Loxzil, housing exquisitely designed shrines and prayer rooms dedicated to the members of their pantheon. Housed within are two large statues depicting Paya and Dlex slaying the Xrab’erild made completely out of quartz.&lt;br /&gt;
&lt;br /&gt;
Artifacts:&lt;br /&gt;
&lt;br /&gt;
Atla’tes-Loxzils Jial-be’zil:  &lt;br /&gt;
&lt;br /&gt;
A series of craft tools that used to belong to Atla’tes-Loxzil before he set off on his pilgrimage. All of the tools present are of the highest quality and almost seem divine in nature to those aware of its significance within the clan. However to outsiders these are an odd assortment of painter and craftsman tools of varying quality. There are two possible origins to these tools depending on who you ask; one states that Atla’tes-Loxzil was granted these tools as a divine gift for slaying the Hed’gauz-oocee and forming the clan. The second one is that Atla’tes-Lozxil created these tools after losing his original pair after a hallucinogenic journey in the desert after being told his art was equal to that of water in a gutter. &lt;br /&gt;
&lt;br /&gt;
The Precursor: &lt;br /&gt;
&lt;br /&gt;
An artifact whose origin is alleged to be one of the many drafts Paya and Dlex took before eventually perfecting what the Yautja would be. It is a statue whose composition is unknown, however the body plan is eerily similar to a Yautja, although it has an additional leg and rather than mandibles, there is a series of four trunks that make up the mouth. &lt;br /&gt;
=====Religion:=====&lt;br /&gt;
Synopsis: Clan Loxzil are very zealous toward both Paya and Dlex as both are viewed to be intertwined with how the Clan organizes itself and its purpose. Most members of the clan regularly perform rituals and dedicate all of their artistic work as tribute to these two gods. Although recently there has been an influx of newer members adding Kehrite to the clans pantheon, although members of old are not so welcoming to the new addition to their sacred duo. However, the typical Yautja pantheon remains intact apart from minor adjustments; that being that all other gods were once mere yautja who had successfully managed to track and hunt down a Xrab’erild, ascending to godhood for achieving such a feat.&lt;br /&gt;
&lt;br /&gt;
Creation Story:&lt;br /&gt;
According to legend, both Paya and Dlex were present at the beginning of time. Paya ventured far and wide across the galaxy, looking for a suitable mate to help propagate and produce offspring to spread the art of the hunt across the galaxy. During their quest, they met Dlex after fighting against a Xrab’erild that shattered the very stars. With the assistance of Dlex, as he held the tools of the hunt and artistic fortitude, and Paya the resolve, they were able to reform the stars. Taking stardust and mixing them with the viscera of the Xrab’erild, as well both Paya and Dlexs blood and then molding it into the shape of the ideal body of a hunter. After the arduous task of trial and error, it eventually led to the creation of their chosen children; the Yautja. &lt;br /&gt;
&lt;br /&gt;
Major Gods:&lt;br /&gt;
&lt;br /&gt;
Paya: The first of the two major gods followed by the Pantheon of Loxzil. She’s portrayed as a wise, confident, proud, and honorable hunter that would do anything to spread their message. &lt;br /&gt;
&lt;br /&gt;
Dlex: The second of the two major gods followed by the Pantheon of Lozxil. He’s portrayed as a shrewd, arrogant, worthful god whose character was ingrained within all Yautja to some degree, in order for the survival of the fittest to become a forefront of the culture. Dlex views most of his offspring as inferior, therefore to test them he creates various creatures for the yautja to hunt. As far as the yautja are concerned, Dlex is viewed to have created every single species that has existed and ever will, and their only purpose of existence is to be hunted. &lt;br /&gt;
&lt;br /&gt;
Minor Gods:&lt;br /&gt;
&lt;br /&gt;
Kehrite: Kehrite is currently not officially recognized by Clan Loxzil as an official member of the pantheon; however in recent times due to the influx of newer members, Kehrite worship has begun to spring up across the various villages. According to worshipers, Kehrite is the firstborn of Paya and Dlex’s marriage after they conceived him in a painting created by the spinal fluid of the Xrab’erild and a shaving of dreadlock from Dlex. He’s portrayed as a strong, courteous individual who strives to create the tools of the hunt like his father and give it to the yautja, rather than keeping it for himself. Something that his father Dlex does not wish to do until the uautja are proven worthy.  &lt;br /&gt;
&lt;br /&gt;
Other Deities:&lt;br /&gt;
&lt;br /&gt;
Xrab’erild: According to legend, the Xrab’erild was a creature present since the beginning of time. It had a large frame, enormous jaws and four pairs of pillar-like legs. It carried the stars on its back and devoured anything it came across in order to create more and add to its collection upon its back. The sacred scriptures state that there are multiple Xrab’erild across the universe, and that slaying one creates a galaxy and ascends whoever achieved such a feat into godhood. Taking the pilgrimage to locate one of these creatures and defeat it is the ultimate goal of all blooded clan members of Loxzil.&lt;br /&gt;
&lt;br /&gt;
Hed’gauz-oocee: A creature that is said to be a servant of Dlex. A six winged creature with two tails, two necks, and seven legs. When one is spotted it is taken as a divine omen; one that requires the creature to be defeated and in once doing so, consumption of its liver. The reason for that is it allows those that consume it to receive divine visions and guidance on a task that the gods wish to be carried out. Whoever slays one is almost immediately elevated in social rank, and in rare circumstances- allows them to challenge the current Clan Leader in an honor duel for the right to lead. &lt;br /&gt;
&lt;br /&gt;
=====Reputation:=====&lt;br /&gt;
Clan Loxzil have a very poor reputation outside of the clan due to their upgrining and attitude. For one it is noted that the prior upbringing of being a breakaway means critics point out that Atla’tes-Loxzil was self absorbed with his art and refused to take criticism from outsiders leading to him finding groups of sycophants to carry his ego while boosting their own prowess. Take into account also that most members of the clan were created from the Working Caste, meaning that their prowess as warriors is lacking except for a few cases. Their attitudes toward outsiders and criticism against their art usually lead to honor duels which they lose, attributing more to their bad reputation among outsiders leading to a sharp decline in clan longevity.&lt;br /&gt;
=====Blooding:=====&lt;br /&gt;
Clan Loxzils blooding ritual commences only after selected members of the various artisan and working class sects were selected due to potential prowess with the arts and their craft. This can take as little as five years to as long as five decades for such a feat to occur as the sects only send forward the best they have to offer. &lt;br /&gt;
&lt;br /&gt;
There are five main trails that are held for the youngbloods, mostly to test and hone their abilities with these core aspects.&lt;br /&gt;
&lt;br /&gt;
1. Be taken under the wing of one of the craft masters to show your prowess with various forms of art; this usually takes the longest and is most prone to failure as the craft masters rigorously vet members to test their skill and send back those who failed. &lt;br /&gt;
&lt;br /&gt;
2. After being approved by the craft master of their choosing, they are taken as an apprentice to learn the ways of duty, honor, further bolstering their abilities with the arts and crafts.&lt;br /&gt;
&lt;br /&gt;
3. Begin formal combat training from blooded individuals. However, each unblooded is forced to adopt their own style rather than copying what the instructor does, if the instructor senses the unblooded technique mimicking their own, they will be sent back to the craft masters to repeat at a later date. &lt;br /&gt;
&lt;br /&gt;
4. After being passed by both the craft master and blooded trainer, the unblooded must create their craft tools (Jial-be’zil) that they will carry for the rest of their lives and must never lose. They only have one shot to do this and if they fail, must continue to carry the tools as a form of punishment which can lead to discrimination among others.&lt;br /&gt;
&lt;br /&gt;
5. The unblooded is then sent out on a hunt chosen by the craft master with minimal equipment, only consisting of basic clothing, a combi-stick, and their artist tools that they must use to bring back one trophy. If they successfully complete the hunt they are allowed the privilege of creating their first piece of art depicting the hunt they took and are then officially considered blooded. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Trio’kana&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Trio&#039;kana, True Heralds of Divinity.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#CD7F32&amp;quot;&amp;gt;#CD7F32 - Bronze&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Herald of the Ring&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|lmwevil&lt;br /&gt;
|Maika’ati &lt;br /&gt;
|Clan Leader&lt;br /&gt;
|Affinity&lt;br /&gt;
|-&lt;br /&gt;
|dawsonkeyes&lt;br /&gt;
|Thuul’akka&lt;br /&gt;
|Elder&lt;br /&gt;
|Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|quaddevil&lt;br /&gt;
|Vai&#039;Dko&lt;br /&gt;
|Elite&lt;br /&gt;
|Creation&lt;br /&gt;
|-&lt;br /&gt;
|onemore&lt;br /&gt;
|Vhan’khat&lt;br /&gt;
|Elite&lt;br /&gt;
|Virtue&lt;br /&gt;
|-&lt;br /&gt;
|hermotimos&lt;br /&gt;
|Rak&#039;atho&lt;br /&gt;
|Blooded&lt;br /&gt;
|Nature&lt;br /&gt;
|-&lt;br /&gt;
|Xlyana&lt;br /&gt;
|O&#039;dqueaal&lt;br /&gt;
|Blooded&lt;br /&gt;
|Spirit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM lmwevil.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
The idea of Trio’kana is a relatively new clan, formed of predominantly religious malcontents from other clans. Only recently entering the fold as a formal clan, it has been slowly forming and collecting members over the last twenty years or so. &lt;br /&gt;
&lt;br /&gt;
As a clan they are without a true home, nomadic and somewhat decentralized in structure and largely lacking in political backing. However they manage to survive through the religious in other clans who funnel them resources where needed, and help them create or hitch rides on space ships. &lt;br /&gt;
&lt;br /&gt;
Fundamentally as a culture they value the Pantheon above all, and see the developing tendencies of mono-theistic belief in numerous of the most influential clans to be tantamount to a great heresy. Only through the holistic worship of every god can the Pantheon forgive the Yautja for such hubris, because the holy body of the Pantheon itself is the seat of all divinity. &lt;br /&gt;
&lt;br /&gt;
Setting them apart from other clans that are religious like Viryn is that Viryn is completely adherent to the ideology of one or at best two deities, Viryn being Ipos of course. Further from that fact is that religion is almost the only major factor that holds the membership together. &lt;br /&gt;
&lt;br /&gt;
Politically they are irrelevant other than the fact that through religious dogma they are able to pacify large swathes of unblooded non-hunter castes, utilizing their extensive religious knowledge in any of the places they visit. Of course though, this does present them a way to get new recruits.&lt;br /&gt;
&lt;br /&gt;
The leadership of the clan is intended to be decentralized, coming to a vote of the elders who act as a ruling body. (OOCly as founder I retain a veto if it damages the spirit of the clan but hopefully it doesn’t, really would only be used for rp stuff anyway.)&lt;br /&gt;
&lt;br /&gt;
What is expected of clan members: &lt;br /&gt;
The idea is that the clan is supposed to be rather small, only up to 5 or so players (and active ones) because of their nature, but can have active supporters in any other clan (to fit with the cultish vibe). Each member of the clan is expected to know the Pantheon of Yautja well, and be a priest as much as they are a hunter. &lt;br /&gt;
&lt;br /&gt;
It is predominantly a social clan, with the value not being on greatest warriors, but who is most valuable at spreading the Clan’s belief system to others and encouraging them to take on a unified Pantheon religion in spite of their Clan’s specific belief set. &lt;br /&gt;
&lt;br /&gt;
This provides an innate conflict with other clans and allows them to also give interesting inner clan dynamics as their elders or clan leaders can become suspicious of people who affiliate too closely with the Trio’kana as perhaps compromised. The strongest expectation of the clan is to be RP over combat, with a focus on religion and cult vibes and to provide some nuanced and interesting feeling between Yajuta. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Traditions of the Clan&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The exact traditions are pretty clear, every clan member is expected to adhere to the Pantheon, but more specifically each member of the clan serves as a representative of one to two deities that resonate best with them and act as a priest of those particular gods. &lt;br /&gt;
&lt;br /&gt;
Elders of the clan are more representatives of the Pantheon than their specific god, but still are part of the same structure of specific priests for specific gods. &lt;br /&gt;
&lt;br /&gt;
Being Nomads, they have a variety of unique personal traditions that each hunter within their clan upholds, but a universal belief is to maintain and preserve waystations (lodges and temples). Which serves a few purposes, one of which being to provide a good place for Trio’kana to rest at between hunts and pilgrimages but also to ingratiate both the gods and the most powerful local clans. &lt;br /&gt;
&lt;br /&gt;
Other traditions include referring to one another as ‘Voice of’ respective god in formal settings, the act of the ‘Convent’ where once a year all the priests assemble regardless where they are in the galaxy. At the Convent they have religious ceremonies, unified hunts and use the time to plan the next phases for the growth of Trio’kana. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;What I want to do with the clan&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
I want it to be a smaller clan that has interesting social and political flaws but also has a symbiotic yet parasitic connection to other clans in the metanarrative, while also allowing a kind of ‘pseudo’ clan member status (informally in every way) to those who are sympathetic to the cause, in a sort of very passive unintrusive to normal gameplay rp depth. &lt;br /&gt;
&lt;br /&gt;
Maika’ati of course would be a lead speaker of the Pantheon and representative of the Demi-goddess Chiyte in this particular clan to start it off. But even with her being a clan leader since it is decentralized there is a great degree in character freedom as long as they fit the broad strokes. &lt;br /&gt;
&lt;br /&gt;
Despite there being a kind of fluff underhanded subterfuge, this isn’t to be represented in combat in any fashion, in fact the idea is that the death of one of the priests to a worthy foe elevates them to be with their deity in the Pantheon and to empower Trio’kana for the future, something to strive for. Retreating from that would be tantamount to heresy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Ek-Thok&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Ek-Thok, the Eternal Seekers.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#AD1457&amp;quot;&amp;gt;#AD1457 - Dark Pink&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|NekoSam&lt;br /&gt;
|Va’stba&lt;br /&gt;
|Clan Leader&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;Zanfee&lt;br /&gt;
|Ta&#039;kail&lt;br /&gt;
|Elite&lt;br /&gt;
|-&lt;br /&gt;
|Rezbit&lt;br /&gt;
|Adouir&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|kooarbiter&lt;br /&gt;
|Hult’ahnok&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Christmas Robot&lt;br /&gt;
|Klaa’Tu&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Tactical_Man&lt;br /&gt;
|Va’Thuwan&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM nekosam.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
Clan Ek-Thok is principally known for their firm belief that a yautja’s mind is their strongest weapon, and the sole reason why their species reigns supreme. While prey can be of any size, power, agility, or all of those boons at once... It pales in comparison to the intelligence a proper yautja can display, and that physical prowess is only second to such. The clan’s members are all taught, from the moment they are born and mentally able to understand, the great gift s’ahul gifted upon their species. Every member of the clan is a scholar in their own in a subject, and more as they grow older and older. A good master is an eternal student after all, and relishing in their gift and developing it is also an act of reverence and gratefulness towards not only s’ahul, but every god for their gifts to the yautja. Subjects do not only touch the hunt, but the history of other clans, philosophy, mentoring youngbloods of any clans and clanless, and such. Members of Ek-Thok tend to be the first ones to step in upon seeing any chance of learning about something, or being the ones to teach such. Unless one knows something already, refusing the chance to be taught something is an act of disrespect and at times an insult. Though the area on such can be gray at times, as truly useless information shouldn’t be listened to in the first place... Nonetheless, while every member differs, they are all commonly linked by a common belief that mind matters most.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Mothership&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The clan operates from a central mothership, outclassing many vessels in its craftmanship as the ingenuity of the clan brilliantly displays itself in every aspect. Clan Ek-Thok follows a “nomadic” lifestyle across the galaxy, preferring to move across the stars as a way to respect their ancestor’s method of living... Why should they stay in one place, while the gods offered them so much more? The mothership is gargantuan, allowing for several hundreds upon thousands of yautja to remain onboard and much more, if not dozens of thousands. Though the ship never gets as full, as the members are known for their nomadic lifestyle, often traveling to other clans to learn of their ways and traditions...If not to learn their hunting styles. The ship has noteworthy locations, such as the training grounds which comes to not surprise... The “Library”, for translation as the proper term would be the “De’kruzyax”. Where scholars deposit their knowledge to share with future generations... The location is highly guarded at all times, as it is in some way the “soul” of the clan. Only a handful of violations across the strict ruleset of such hallowed ground was ever recorded, and handed with every culprit dead at the hands of the guardians. There is many more locations, vital ones and not so vital, though there is ONE location that is as equally important as the De’kruzyax, lays at the bottom of the ship... At the lowest point rests the “temple”. Built in honor of S’ahul, these are the grounds where an unblooded may undergo their blooding ritual in hopes to join the ranks of hunters. Many enters these grounds, not only for the blooding ritual but also to give offerings to the only ones above the Yautja, being the gods themselves. It is seen as a good thing to give offerings as often as one can be, not only to S’ahul but every gods of the pantheon less one inflicts their wrath, worst seen as an insult to not do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Blooding Ritual&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As every clan amongst the Yautja, so too does Ek-Thok hold their own manner to distinguish those who were worthy to become a proper hunter. Being a clan that values one’s mind over body, this applies too in their ritual. An unblooded member of the clan that wishes to undertake the trial is allowed a complete set of hunting gear. That is, a mask, an armor, and a weapon of their choosing. No more, no less. They are brought deeper inside of the temple, where the layout is specifically built to give an advantage and disadvantages to the hunter on different locations, though the same applies to the hunter’s enemy and sole prey- A serpent. The rkas are all bred to only keep the smartest, deadliest ones as the rest are used for main hunts. Serpents that are chosen to be a part of the ritual are all ones that are vastly superior to their counterparts not merely based upon strength, but their strategy and methods. A smart serpent is a deadlier one than a “strong” one after all. One hunter, one Serpent. Normally this would be excessively easy, if not for one drawback- Special herbs grown by the workers of the clan. A drug so powerful it clouds not only senses, but the mind itself. Fumbling, muddling even the resilient yautja spirit into numbness as the hunter is tasked with killing the serpent. The ritual always becomes a game of cat and mouse, as the layout is specifically crafted to give advantage to a side, before taking it away as areas of the temple is sealed and opened seemingly randomly. Some believe the gods take it upon themselves to test would-be hunters, though it is assured no outside yautjas are touching the mechanism remotely. The ritual only ends when one side falls, be it the young yautja or the serpent. In which the surviving serpent is returned to its holding area for later use, or the surviving hunter may bring its corpse outside to display it before its packmates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Religion, Faith and Traditions&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Faith is deeply rooted into the clan, as it is firmly believed their greatest gift, intelligence, was given graciously by the gods above them. While many Ek-Thok Clan members favors one deity in particular as their “patron”, every Ek-Thok is first and foremost a servant of the gods entirely. And they are all to be worshipped to the utmost devotion one can do. While not religious fanatics, members of the clan are EXPECTED to be as pious as one can be within reasons. Demanding an offering, prayers and such every single hour is unreasonable obviously- Though passing weeks without giving something to the gods is concerning, if not heretical. While not showcasing proper reverences to the gods isn’t actively punished, it is considered dishonorable to not do such and can lead to severe social problems. Though luckily, such never happens as no member of the clan can recall a case that went as far as requiring its clan members to do such. There is no “proper” manner in giving one’s offerings, as every yautja is free to offer back in their own way. Some enjoy taking hides, as some takes their crafts and many more. Be it hunters, pups, elders, workers and such- All is EXPECTED to give back to the ones above them. Though the “principal” deity worshipped is the demigoddess S’ahul, many unblooded/worker, members of the clan profess their devotion to Dlex and nritja. Though such seems only fair, and there hasn’t been any clan quarrel against such as the pantheon is so deeply ingrained into the clan that it is only natural and even welcomed to see pious activities rises.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ranks&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contrary to most clans, clan Ek-Thok does not glance down to the “worker” class of yautja. While hunters are above them, and viewed with utmost respect, hunters understand and respects that workers have different skillset and pool of knowledge. Workers may not be as skilled in hunting as a blooded can, but they understand better how to hone a blade to be sharper and deadlier. Such being prized by hunters as many asks for council on how to further themselves in maintaining their weapons, and at times asking to be taught how to make such for themselves. Though, not all hunters share this feeling, as many deems themselves above the intellect of workers and often leads to infighting. Such is only natural for yautja, and isn’t severely punished unless one side crosses a line that shouldn’t be crossed. Scholars is a rank granted to those solely devoted to becoming masters of many teachings. Tasked with mentoring the youngest yautja, teaching would-be hunters in training in how certain prey acts, and many more. Scholars are viewed by many as the opposite of a hunter, one who masters the world not by hunting prowess but by sheer intellect itself. While once more being lower ranked than blooded hunters, no hunter is a fool to go without heeding words of a scholar, as their knowledge of hunting grounds and prey goes unrivaled by none other than the eldest of hunters themselves. Atop of the hierarchy lays the usual elites, elders and such that many if not all clans possess. At the top being the clan leader himself, K’azuuhl Ek-Tok. Who took the reins of the clan after the previous leader, Va’Stba Ek-Thok, resigned to leave the control of the clan in younger hands. Though some suspect the decision seems to be leaving uncertainty in the hands of the now elder Va’stba, having joined the luar’Ke as an advisor.... The possibility of Va’stba returning into her “rightful” spot circulating around as K’azuuhl refuses to aknowledge such stories.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Viewpoint on Humans/Serpents&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While yautjas as a whole see serpents as the ultimate prey, Ek-Thok on the other hands vastly prefers human hunting. While serpents can be dangerously sharp, some specimens being used infact in the blooding ritual for that exact reason- None pose as much of a “threat” as the cunningness human mind can provide. Their craftiness, and resilience in mind to survive no matter the cost can surprise all but the readiest of hunters. While they lack in physical prowess, they vastly make up for it with their ingenuity. Humans, or “softmeat” will never be able to rival Ek-Thok intellect, yet cannot help themselves but enjoy the prospect of fighting mind to mind. Usage of traps, lures, mimicry and so on proves to be too attractive of prey. Serpents on the other hands are less “favored”, but no less prized. As the victory over them proves that might can be, and WILL be outmatched by ingenuity. No matter how strong a beast is, a smart hunter will always prevail...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Other Clans&#039; viewpoint&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Members of the Ek-Thok clan often view other clans as opportunities. Learning traditions, method of hunting, beliefs and such is merely a chance at growing oneself. Many members of the clan travels to other clans who would welcome them, joining in an effort to better themselves. While some Ek-Thok may find certain traditions to be “unsavory”, such as the bo’ytills lack of faith, it is considered simply normal to disagree on things, long as respect is kept in other clan grounds. Members of Ek-Thok who find themselves un-able to keep respect of other clan members while in their grounds, and worst, actively disrespecting such, are brought back immediatly in whatever state they are left in by the original clan. It is not considered an act of war to severely punish an unruly member of ek-thok, and the clan never retaliates should a member do such. The member is then brought back to the mothership where they will face further punishment depending on the transgression, if not death. Such is necessary to prevent any possible escalation, as clan members should be using such possibility to sharpen their knowledge, and nothing else. Members of Ek-Thok are known to be quite noticably more...” amicable”, for lack of a better word, when it comes to social endeavours. Yautjas are a prideful, arrogant race- And Ek-Thok is no less different. As many would love to prove themselves as not the “strongest”, but the smartest of the smartest... Even if it comes at the cost of a few cracked bones. Though apart from those, clan members are well known to be a good omen in any hunt, their willingness to share what they know.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Minor Clans&amp;quot;&amp;gt;&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Ci’kaarth&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM poisonfrowin.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|poisonforwin&lt;br /&gt;
|Zuh’la&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Cnaw&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM treedog.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TacticalSpacePilot&lt;br /&gt;
|Vot&#039;ork&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Monolamp63&lt;br /&gt;
|Tha’Zu-Ri&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Hult’ah&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|rp&lt;br /&gt;
|H’chak&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Ur’Kech&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|ArgentinaCanIntoEuro&lt;br /&gt;
|Xoeras&lt;br /&gt;
|&lt;br /&gt;
|[https://docs.google.com/document/d/12j9WrzU0pNDHLG1fMbnC7yB9O_w-Wa-YuASD-XG-rDo/edit Xoeras Ur’Kech]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Veraz&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x31stoverlord&lt;br /&gt;
|Zathar&lt;br /&gt;
|Leader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Viyrn&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #FFFF00;&amp;quot;&amp;gt;Case by Case, DM Mensla.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mensla&lt;br /&gt;
|Zuran&lt;br /&gt;
|Leader&lt;br /&gt;
|[https://docs.google.com/document/d/1Xnl5vBAra-i2xkJvvTkJ1KXE1BaiiD6R7-yDYLO3oao/edit?tab=t.0 Viyrn Lore]&lt;br /&gt;
|-&lt;br /&gt;
|harrysno&lt;br /&gt;
|Nakall&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Foxtrot1322&lt;br /&gt;
|To’jan&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Vri’Yok&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|KreamCones&lt;br /&gt;
|Meih’j&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Xaef&#039;ill&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|GregorySmash&lt;br /&gt;
|Zahrath-Doh&lt;br /&gt;
|Leader&lt;br /&gt;
|[https://docs.google.com/document/d/1I0K4W8xLtUe6HfERKPW1vdcrhAothtvaBb31RE_PWkM/edit?usp=sharing Xaef&#039;ill Lore]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Zak&#039;lah&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sevatar&lt;br /&gt;
|Zel’Nak&lt;br /&gt;
|Blooded&lt;br /&gt;
|[https://docs.google.com/document/d/13oLRaRtPUBIbaP6nz-sc2qc7X-dWvpFXZB5QFK6IDX4/edit?tab=t.0 Zak&#039;lah Lore (Formerly Gau&#039;frah)]&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;Banished&amp;quot;&amp;gt;&lt;br /&gt;
====The Banished====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#A50021&amp;quot;&amp;gt;#A50021 - Carmine&amp;lt;span&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The banished are those who have been outcast from their clans due to bad conduct, I.E severely disrespecting their Clan Leader or flouting revered traditions.&lt;br /&gt;
*&#039;&#039;&#039;They must approved by the council to be banished.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Banished Hunters=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Reason&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|killinkyle&lt;br /&gt;
|Unknown&lt;br /&gt;
|Hunting those who cannot defend themselves, within zones where the hunt is forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|ssgtbr &lt;br /&gt;
|Unknown&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|swagbag&lt;br /&gt;
|Ri&lt;br /&gt;
|&amp;quot;Smoking&amp;quot; a Human tobacco amenity.&lt;br /&gt;
|-&lt;br /&gt;
|brunoasbahr&lt;br /&gt;
|???&lt;br /&gt;
|Released R&#039;ka captures and forced the R&#039;ka hive to kill them.&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;
==Relations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] W-Y&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=40300</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=40300"/>
		<updated>2026-02-11T03:38:07Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Weapon Attachments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&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;
For information on what other forces are equipped with see [[Non-USCM Equipment]].&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;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;
{{Template:Autowiki/Content/Gun/M4A4_service_pistol}} |-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/88 Mod 4 combat pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M44_combat_revolver}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M10 auto pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M39 submachinegun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41A pulse rifle MK2}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4RA battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M37A2 pump shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M5 &#039;Night Raider&#039; bayonet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M11 Throwing Knife&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M2132 Machete&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; 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;
&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;
{{Template:Autowiki/Content/Gun/M42A scoped rifle}}{{Template:Sniper Rifle Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM43E1 experimental anti-materiel rifle}}{{Template:Sniper Rifle Abilities}}{{Template:XM43E1 Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M92 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M5 RPG}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4RA custom battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M240-T incinerator unit}}|-&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;
{{Template:Autowiki/Content/Gun/Mateba autorevolver custom}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/polished_vintage_Desert_Eagle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M44 custom combat revolver}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/VP78 pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M4A3 custom pistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/SU-6 Smartpistol}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M82-F flare gun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M56B_smartgun}}{{Template:Smartgun Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/MK221 tactical shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/MOU53 break action shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M81 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M79 grenade launcher}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M240A1 incinerator unit}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41AE2 heavy pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M41A pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M46C pulse rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M56C &#039;Cavalier&#039; smartgun}}{{Template:Smartgun Abilities}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM88 heavy rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M6H-BRUTE_launcher_system}}|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center&amp;quot; |&amp;lt;span id =&amp;quot;Ceremonial Sword&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; | 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;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&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 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M56D Mounted Smartgun&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M2C Heavy Machine Gun&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M20 Mine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;UA 571-C Sentry&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
{{UA 571-C Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;UUA 42-F Sentry Flamer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Flamer-Sentry-Gun.png|64px]]&lt;br /&gt;
[[#UA 42-F Sentry Flamer |&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;21S Tesla Coil&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Tesla-Coil.png|64px]]&lt;br /&gt;
[[#21S Tesla Coil |&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;JIMA Planted Flag&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Defence-Flag.png|64px]]&lt;br /&gt;
[[#JIMA Planted Flag |&#039;&#039;&#039;JIMA Planted Flag&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|[[File:sentry_upgrade_kit.png|64px]]&lt;br /&gt;
[[#Sentry Upgrade Kit|&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M402 Mortar&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&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;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(255, 105, 0, 0.1);&amp;quot;|To use a grenade, simply prime it by clicking it (or pressing {{Key press|Z}} 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;C4 Explosive Charge&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Combat Technicians&#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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Breaching Charge&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|{{Breaching_Charge_Description}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Type 5 Shrapnel Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Type 8 White Phosphorus Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Webley Mk15 Stick Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Improvised Fire Bomb&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M12 Blast Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M15 Fragmentation Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;G2 Electroshock Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:G2_Grenade.png|64px]]&lt;br /&gt;
[[#G2 Electroshock Grenade|&#039;&#039;&#039;G2 Electroshock Grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This is a G2 Electroshock Grenade. Produced by Armat Battlefield Systems, it&#039;s sometimes referred to as the Sonic Electric Ball Breaker, after a rash of incidents where the intense 1.2 gV sonic payload caused... rupturing. A bounding landmine mode is available for this weapon which activates a small drill to self-bury itself when planted. Simply plant it at your feet and walk away.&lt;br /&gt;
&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HPDP Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEDP Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEFA Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-F 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Video Demonstration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AirburstDemo.mp4]]&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-I 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-S 40mm Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M74 Smoke Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-S 40mm Grenade|&#039;&#039;&#039;M74 AGM-S 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a cloud of smoke that covers vision. M74 - Airburst Grenade Munition - Smoke. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a large cloud of smoke that obscures vision and makes it difficult to breath within, making opponents drop whatever they may be holding.&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HIDP Incendiary Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Combat Technicians&#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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HSDP Smoke Grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 MFHS Metal Foam grenade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Metal Foam Grenade.png|64px]]&lt;br /&gt;
[[#M40 MFHS Metal Foam grenade|&#039;&#039;&#039;M40 Metal Foam grenade&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Metal-Foam Hull-Sealant grenade originally used for emergency repairs but have found other practical applications on the field. Creates a field of liquid metal that quickly solidfies into foamed metal that acts like a temporary wall, said metal foam is easy to destroy.&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;
&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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEDP Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HPDP Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M40_HPDP_box.png |64px]]&lt;br /&gt;
[[#M40 HPDP Box|&#039;&#039;&#039;M40 HPDP 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 HPDP grenades. Contains White Phosphorus that when detonated, releases a cloud of smoke that ignites anyone within. 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M40 HEFA Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M74 AGM-F Grenade Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M07 Training grenade Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (M4A3 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (Marksman M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (Heavy M44 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (88 Mod 4 AP x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (SU-6 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Magazine Box (VP78 x 16)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M4RA Extended Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Extended Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4A3 Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA AP Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_AP_Magazine_Box.png|64px]]&lt;br /&gt;
[[#M4RA AP Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RA magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Armor Piercing Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4A3 Hollow Point Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4A3 Hollow Point Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Hollow PointMagazine Box|&#039;&#039;&#039;M4A3 Hollow Point 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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M41A Incendiary Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M4RA Incendiary Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M4RA_Inc_Magazine_Box.png |64px]]&lt;br /&gt;
[[#M4RA Incendiary Magazine Box|&#039;&#039;&#039;M4RA 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 M4RA Armor Piercing magazine can be loaded into the standard M4RAmagazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;M39 Light Explosive Magazine Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Slug Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[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;
&#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;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Buckshot Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Flechette Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Beanbag Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary Shell Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;458 SOCOM Bullets Box&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:Big_Ammo_Box_458.png |64px]]&lt;br /&gt;
[[#.458 SOCOM Bullets Box|&#039;&#039;&#039;.458 SOCOM Bullets 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 300 rounds of .458 SOCOM rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;AP Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;LE Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary Rifle Ammunition Box (M41A)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 M4RA incendiary 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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;AP SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;LE SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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; text-align:center;&amp;quot;|&amp;lt;span id =&amp;quot;Incendiary SMG Ammunition Box (M39)&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Discontinued 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;
{{Template:Autowiki/Content/Gun/L42A battle rifle}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/XM51 breaching scattergun}}|-&lt;br /&gt;
&lt;br /&gt;
{{Template:Autowiki/Content/Gun/M37 pump shotgun}}|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&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;
=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;
{{Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Compact Suppressor Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Extended Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Extended Recoil Compensator‎}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Extended Spiked Recoil Compensator‎}}&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;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Micro Dot Sight Stats‎}}&lt;br /&gt;
&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&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;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Micro Laser Module Stats‎}}&lt;br /&gt;
&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
{{XM-VESG-1 Flamer Nozzle 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;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;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A Folding Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Folding Stock‎‎}}&lt;br /&gt;
&lt;br /&gt;
{{M10 Solid Stock‎}}&lt;br /&gt;
&lt;br /&gt;
{{XM88 Padded Stock Stats}}&lt;br /&gt;
&lt;br /&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;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&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;
=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;mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |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;
&amp;lt;span id =&amp;quot;G8-A General Utility Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Light General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Medium General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large General Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Shotgun Shell Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Shotgun Shell Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Explosive Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pistol Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Large Pistol Magazine Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pistol Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Flare Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Radio Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Bayonet Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 5 throwing 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;
!&amp;lt;span id =&amp;quot;Survival Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Document Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Tools Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Electronics Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Construction Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;First-Aid Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Medical Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Autoinjector Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 hospital corpsmen, 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;
!&amp;lt;span id =&amp;quot;Medkit Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Usable only by Medical Trained personnel to hold anything that could be held in a Medkit, found in Corpsman, nurse, and doctor Automated Vendors , can also 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;
!&amp;lt;span id =&amp;quot;First Responder Tactical Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Syringe Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Chemist Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Vial Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Pressurized Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 [[Hospital Corpsman|Hospital Corpsman&#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;
!&amp;lt;span id =&amp;quot;Flame Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Sling Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Machete Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;Webbing&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Black Webbing&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Brown Webbing Vest&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Drop Pouch&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M272 Pattern Knife Vest&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M272 Knife Rig.png|64px]]&lt;br /&gt;
[[#M272 Pattern Knife Vest|&#039;&#039;&#039;M272 Pattern Knife Vest&#039;&#039;&#039;]]&lt;br /&gt;
|An older generation M272 pattern knife vest once employed by the USCM. Can hold up to 5 knives. It is made of synthcotton. (Does not contain knives when issued from vendor) Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Ammo Load Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Shotgun Shell Load Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern Knife Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M40 HEDP Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M40 HEDP Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern Toolbelt Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Toolbelt Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Combat Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
&lt;br /&gt;
It is an optional rig for &#039;&#039;&#039;Combat Technicians&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern Medical Storage Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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. 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;
!&amp;lt;span id =&amp;quot;M276 Pattern Lifesaver Bag&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M804 Heavy Gunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 both the M2C Heavy Machinegun System, The M56D Machine Gun System, and can hold other engineering tools for the gunner such as a screwdriver and wrench.&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;
!&amp;lt;span id =&amp;quot;M804 Heavy Gunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M280 Smartgunner Drum Belt&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 pattern 45-70 loading rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;USCM mortar shell backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Lightweight IMP Backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Technician Welderpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Technician Welder-Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM logistics IMP backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M68 Thermal Cloak&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M3 Sniper&#039;s Smock&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;Broiler-T flexible refueling system&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M22 Rocket Bags&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM IMP M63A1 Grenade Satchel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Radio  Telephone Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;Fireteam Leaders&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Marine Commanding Officer Backpack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M103 pattern Tank-Ammo rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;USCM Pyrotechnician G4-1 Fuel Tank&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
|}&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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;Shoulder Holster&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M4A3 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern SU6 Smart pistol Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;SU-6 Smartgun kit.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern M44 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M802 Pattern Smartgunner Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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 [[Smartgunner|&#039;&#039;&#039;USCM Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;M276 Pattern M82F flare gun holster rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;M276 Pattern M39 Holster Rig&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
!&amp;lt;span id =&amp;quot;L44 M37A2 Scabbard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;[[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;
&amp;lt;span id =&amp;quot;H5 Pattern M2132 Machete Scabbard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;mw-collapsible&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;Laser Designators&#039;&#039;&#039;]]&lt;br /&gt;
|&amp;lt;span id =&amp;quot;Laser Designators&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&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;
|&amp;lt;span id =&amp;quot;Range Finders&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M2 Night Vision Goggles&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M94 Marking Flare Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;M89 Marking Flare Pack&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Motion Detector&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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 {{Key press|Z}} (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;
|&amp;lt;span id =&amp;quot;Data Detector&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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 {{Key press|Z}} (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;
|&amp;lt;span id =&amp;quot;Whistle&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Fulton Device&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;MB-6 Folding Barricade&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
|&amp;lt;span id =&amp;quot;Gas Mask&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
{{Gas Mask}}&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;
|&amp;lt;span id =&amp;quot;Command Tablet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
A special device used by the Commander 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 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;mw-collapsible&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;
!&amp;lt;span id =&amp;quot;USCM Marine Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Marine Intelligence Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Staff Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Chief Engineer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Executive Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Commander Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;
!&amp;lt;span id =&amp;quot;Vehicle Crewman Officer Uniform&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&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;mw-collapsible&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;
&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Heat absorbent coif&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Heat_absorbent_coif.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Heat absorbent coif|&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;]]&lt;br /&gt;
|{{Heat Absorbent Coif Description}}&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;Combat Boots&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Boots.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Combat Boots|&#039;&#039;&#039;Combat Boots&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;span id =&amp;quot;SWAT Mask&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:swat_mask.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#SWAT Mask|&#039;&#039;&#039;SWAT Mask&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
=Helmets=&lt;br /&gt;
A list of helmets which are paired with Armor. Essential for keeping your head on the battlefield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot;; style=&amp;quot;border: 2px solid black; &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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Pattern Marine Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Pattern Marine Helmet|&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|{{M10 Pattern Marine Helmet}} &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Technician Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_technician_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Technician Helmet|&#039;&#039;&#039;M10 Technician Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|{{M10 Technician Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M11 Pattern Leader Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M11Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M11 Pattern Leader Helmet|&#039;&#039;&#039;M11 Pattern Leader Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-S Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-S_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Helmet|&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M45 Ghillie Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Ghillie-Coif.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M45 Ghillie Helmet|&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Helmet|&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-G4 Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Helmet|&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;[[Weapons Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Press Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Press_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Press Helmet|&#039;&#039;&#039;Press Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A helmet designed to make it clear that the wearer is safety aware and not looking for a fight.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
{{Press Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M10 Pattern Military Police Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M10_Pattern_MP_Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Pattern Military Police Helmet|&#039;&#039;&#039;M10 Pattern Military Police Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact.&lt;br /&gt;
{{M10 Pattern MP Helm Stats}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Riot Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:MP_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Riot Helmet|&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M50 Tanker Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M50 Tanker Helmet|&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M30 Tactical Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M30_Tactical_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M30 Tactical Helmet|&#039;&#039;&#039;M30 Tactical Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M12 Pattern Helmet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:XM12_Pattern_Intel_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M12 Pattern Helmet|&#039;&#039;&#039;M12 Pattern Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|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 or for your fantastic leadership.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Fireteam Leader|Fireteam Leaders]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intelligence Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Armor=&lt;br /&gt;
A list of multiple different 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;
{| 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;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-L Pattern Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-L Pattern Light Armor|&#039;&#039;&#039;M3-L Pattern Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 EOD Pattern Heavy Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_heavy_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 EOD Pattern Heavy Armor|&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;B12 Pattern Personal Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B12 Pattern Personal Armor|&#039;&#039;&#039;B12 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{B12 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-S Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-S_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Light Armor|&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-S Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-T Light Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-T_Light_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-T Light Armor|&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-T Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M45 Pattern Ghillie Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-Sniper-Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M45 Pattern Ghillie Armor|&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M35 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M35 Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M35_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M35 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-G4 Grenadier Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3G4_Grenadier_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Grenadier Armor|&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-G4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Press Body Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Press_Body_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Press Body Armor|&#039;&#039;&#039;Press Body Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{Press Body Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M2 Pattern MP Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern MP Armor|&#039;&#039;&#039;M2 Pattern MP Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M2 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Warden Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Warden_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Warden Armor|&#039;&#039;&#039;M3 Pattern Warden Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Warden Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Chief MP Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Chief_MP_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Chief MP Armor|&#039;&#039;&#039;M3 Pattern Chief MP Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 CMP Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;Riot Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Riot_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Riot Armor|&#039;&#039;&#039;Riot Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{Riot Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M56 Combat Harness&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M56_Combat_Harness.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M56 Combat Harness|&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
|{{M56 Combat Harness}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M2 Pattern Officer Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Officer_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern Officer Armor|&#039;&#039;&#039;M2 Pattern Officer Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M2 Officer Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Tanker Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Tanker Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3 Pattern Tanker Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3 Tanker Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M4 Pattern Radio Operator Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:XM4_Pattern_Intel_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M4 Pattern Radio Operator Armor|&#039;&#039;&#039;M4 Pattern Radio Operator Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span id =&amp;quot;M3-VL Pattern Vest Armor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:M3-VL_Pattern_Vest_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-VL Pattern Vest Armor|&#039;&#039;&#039;M3-VL Pattern Vest Armor&#039;&#039;&#039;]]&lt;br /&gt;
|{{M3-VL Armor}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=40298</id>
		<title>Ordnance Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Ordnance_Technician&amp;diff=40298"/>
		<updated>2026-02-10T08:55:54Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Crafting Demolitions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENGINEERING&lt;br /&gt;
|imagebgcolor = #ffff88&lt;br /&gt;
|img = OrdTech.png&lt;br /&gt;
|jobtitle = Ordnance Technician&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Private [Under 10hrs] / Private First Class [10hrs] / Lance Corporal [70hrs]&lt;br /&gt;
|superior = [[Chief Engineer]]&lt;br /&gt;
|unlock = One hour as any engineering role.&lt;br /&gt;
|duties = Make custom ordnance for the marines to use. Maintain the orbital cannon and the dropships.&lt;br /&gt;
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]], [[Chemistry|Chemistry]]&lt;br /&gt;
|description = Your job is to maintain the integrity of the USCM weapons, munitions and equipment, including the orbital cannon. &amp;lt;br&amp;gt;You can use the workshop in the portside hangar to construct new armaments for the marines. &amp;lt;br&amp;gt;However you remain one of the more flexible roles on the ship and as such may receive other menial tasks from your superiors.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;God is on the side with best artillery&#039;&#039;―Napoleon Bonaparte&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ordnance Technician&#039;&#039;&#039; (OT) is an enlisted USCM crewmember of the [[USS Almayer]]&#039;s engineering department. Trained in all types of engineering work and directly supervised by the commissioned [[Chief Engineer]]. They are primarily responsible for maintaining the integrity of the USCM ordnance such as tinkering with armaments and using powerloaders to reload the dropships and the orbital cannon. But as a flexible shipside technician with superior engineering skills, situations may arise where they are given orders by a superior to assist with various other duties such as ship maintenance, special construction projects or FOB duty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
----&lt;br /&gt;
You begin the mission in either the ordnance workshop in the hangar or the engineering department at the back of the ship. Reach out over the engineering radio (&#039;&#039;&#039;:n&#039;&#039;&#039;) to report to your department, composed of fellow Ordnance Technicians and the Chief Engineer, whose orders you must carry out. The workshop has everything you need in the storage room, and you may find some additional supplies in the engineering department. There are also many rooms maintenance rooms and engineering outposts strewn around the Almayer with supplies you can use for emergency repair should an accident happen.&lt;br /&gt;
&lt;br /&gt;
==The Ordnance Workshop==&lt;br /&gt;
----&lt;br /&gt;
The Almayer&#039;s Ordnance Workshop is located in the portside hangar. It consists of &#039;&#039;&#039;the storage room&#039;&#039;&#039;, &#039;&#039;&#039;the workshop&#039;&#039;&#039;, and &#039;&#039;&#039;the reception&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;the storage room&#039;&#039;&#039; you will find all the materials you will need throughout most of the mission. If you run out, you can request bulk supplies from Requisitions. If medbay isn&#039;t busy you can try to ask very nicely and they might dispense chemicals for you, &#039;&#039;&#039;but they are not obligated to do so&#039;&#039;&#039;. It is also possible that the ground troops brings up more materials for you. In &#039;&#039;&#039;the workshop&#039;&#039;&#039;, you have the machinery and space required to do your work. The vendors and closets contain various spare items. Keep an eye on &#039;&#039;&#039;the reception&#039;&#039;&#039; for marines and other ship personnel who come to request your service. As your job is working on the ship, you should be providing your custom ordnance to the ground troops for use. Using the labeler is recommended to leave helpful information for how to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:OrdnanceWorkshop.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tools of the Trade===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Simple explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Autolathe.png|64px]]|| Autolathe || The autolathe can be used to print a lot of useful things, such as &#039;&#039;&#039;assembly components&#039;&#039;&#039;, &#039;&#039;&#039;beakers&#039;&#039;&#039;, &#039;&#039;&#039;buckets&#039;&#039;&#039;. Other personnel who does not have access to an autolathe may also come to the reception to request something to be printed for them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armylathe.png|64px]]|| Armylathe || The armylathe is a specialized USCM autolathe meant for printing parts to construct various ordnance, such as grenade casings and mortar shells. These parts are printed empty, and you must add a detonator assembly and chemical filling separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:DemolitionsSimulator.png|64px]]|| Demolition Simulator || So that &#039;&#039;&#039;you do not need to blow up the ship&#039;&#039;&#039;, this computer was designed to simulate the effects of demolitions in a safe virtual environment. Because the simulations take a lot of processing, the processors must cool down for 2 minutes between each simulation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Demolitions_scanner.png|64px]]|| Demolition Scanner || Because visual information may not be enough, this hand-held reagent scanner has been specially designed for providing quantitative data of your bombs. It can report explosive and fire hazards from chemical containers and explosive casings, including explosive and fire intensity. If used on an explosive casing, &#039;&#039;&#039;it will take all chemical containers in the casing and  its capacities into account&#039;&#039;&#039;. However, it cannot predict effects such as shrapnel or fire burn duration nor predict hazards &#039;&#039;&#039;caused from immediate chemical reactions&#039;&#039;&#039;. Use the scanner in-hand to print the latest scan.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Industrygrinder.png|64px]]|| Industrial Grinder || The most powerful grinder on the ship. You will need this to grind down phoron and various metals from storage. You can also use this to dispose of specific unwanted reagents in your containers should you make an error.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ComponentStorage.png|64px]]|| Component Storage Machine || A large storage machine containing various components. &#039;&#039;&#039;Contains assembly components and containers for you to get started before you need to start printing new ones.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ElectronicsStorage.png|64px]]|| Electronics Vendor || A vendor containing various things for dealing with electronics. You won&#039;t need this much, but other personnel may come to request stuff from it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ToolStorage.png|64px]]|| Tool Storage Machine || Contains many spare tools, devices and equipment needed for engineering work. Should you somehow lose your essential equipment, you can find replacements here. Other personnel might also come around to request stuff from it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FreezerCloset.png|64px]]|| Industrial Freezer || A powerful fine tuned freezer used to polymerize chemicals in the cold. This one is set to the perfect temperature for paraformaldehyde polymerization. The freezer must be kept closed for polymerization. At the beginning of the mission you will find a large silver beaker inside, which can be used as a silver catalyst. If you lose this, you can make more from silver bars.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fueltank.png|64px]]|| Chemical Storage Tank || A large capacity chemical storage tank that can store up to 1000 units. In the storage room you have tanks for &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#289092&amp;quot;&amp;gt;oxygen&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A3621D&amp;quot;&amp;gt;sulfuric acid&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#1D3fA3&amp;quot;&amp;gt;water&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#7F1DA3&amp;quot;&amp;gt;polytrinic acid&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#A1A31D&amp;quot;&amp;gt;ammonia&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#3A6B2D&amp;quot;&amp;gt;methane&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#4D4D4D&amp;quot;&amp;gt;hydrogen&amp;lt;/span&amp;gt;&#039;&#039;&#039;, and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#8F1515&amp;quot;&amp;gt;fuel&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Can be un-anchored for moving it around. Click with an empty hand to quickly change the transfer amount. If you need to refill it, you must &#039;&#039;change the transfer direction&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Crafting Demolitions==&lt;br /&gt;
----&lt;br /&gt;
As an Ordnance Technician you have the necessary skills for crafting custom demolitions (chembombs) to improve the USCM arsenal. The types of bombs you can make range from small / large grenades, mines, plastic explosives, and warheads for rockets / mortar shells. All of these follow a similar pattern of construction: printing the necessary casing from the armylathe, adding a detonator assembly, adding containers with chemicals up to the casing&#039;s volume, and locking the bomb to finish. With the right combination of chemicals, they can all be made significantly stronger than their standard issue counterparts.  Alt-clicking an explosive casing or a warhead toggles the blast dampening. Clicking on a reagent container or a assembly with a casing or warhead will insert it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chemical explosives all have a minimum falloff of 25.&lt;br /&gt;
&lt;br /&gt;
===Armylathe===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:70px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Printing Cost&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:70px;&amp;quot;|Volume&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Explosive Capacity&lt;br /&gt;
! style=&amp;quot;background-color:orange;width:120px;&amp;quot;|Combustive Capacity&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomClaymore.png|64px]]|| &#039;&#039;&#039;Claymore (M20)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Useful for setting up traps.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Use a double igniter assembly for tripwire trigger (Work exactly like the req claymore).&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Tripwire trigger will make the explosion and shrapnel directional. This does not apply to fire.&amp;lt;br /&amp;gt;     &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly may contain proximity sensor for increased trigger range.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Tripwire and proximity sensor has IFF.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be planted on the ground to detonate.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Can be disarmed with a multitool. || 4687 metal&amp;lt;br /&amp;gt;&#039;&#039;(1.25 sheets)&#039;&#039; || 120 || Power: 100&amp;lt;br /&amp;gt;Base Falloff: 80&amp;lt;br /&amp;gt;Shards: 40 || Intensity: 3-20&amp;lt;br /&amp;gt;Radius: 2-4&amp;lt;br /&amp;gt;Duration: 3-18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomGrenade.png|64px]]|| &#039;&#039;&#039;Grenade (M40)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039;  Smaller capacity and explosive potential than the M15.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Fits in underslung grenade launchers.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can use timers. || 5312 metal&amp;lt;br /&amp;gt;&#039;&#039;(1.4 sheets)&#039;&#039; || 120 || Power: 180&amp;lt;br /&amp;gt;Base Falloff: 80&amp;lt;br /&amp;gt;Shards: 40 || Intensity: 3-25&amp;lt;br /&amp;gt;Radius: 1-5&amp;lt;br /&amp;gt;Duration: 3-24&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomLargeGrenade.png|64px]]|| &#039;&#039;&#039;Grenade (M15)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Higher capacity and explosive potential than the M40.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Fits in M79 and M92 grenade launchers.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can use timers. || 8750  metal&amp;lt;br /&amp;gt;&#039;&#039;(2.33 sheets)&#039;&#039; || 180 || Power: 220&amp;lt;br /&amp;gt;Base Falloff: 120&amp;lt;br /&amp;gt;Shards: 80 || Intensity: 3-30&amp;lt;br /&amp;gt;Radius: 1-6&amp;lt;br /&amp;gt;Duration: 3-32&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomPlasticExplosive.png|64px]]|| &#039;&#039;&#039;Plastic Explosive (C4)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; An improvised explosive with a plastic casing. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Useful for setting up traps. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Detonator assembly can contain timer, proximity sensor or remote signaler.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Proximity sensor has IFF.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Small guaranteed explosion even without chemicals. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be planted on an object to detonate.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Can be disarmed with a multitool. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Does increased damage to structures (not walls) and mobs when planted on such, but this halves the power of the explosive wave. || 9375 metal&amp;lt;br /&amp;gt;&#039;&#039;(2.5 sheets)&#039;&#039;&amp;lt;br /&amp;gt;2500 plastic&amp;lt;br /&amp;gt;&#039;&#039;(1 sheet)&#039;&#039; || 180 || Power: 280&amp;lt;br /&amp;gt;Base Falloff: 120&amp;lt;br /&amp;gt;Shards: 100 || Intensity: 4-50&amp;lt;br /&amp;gt;Radius: 2-4&amp;lt;br /&amp;gt;Duration: 5-20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomRocket.png|64px]]|| &#039;&#039;&#039;Rocket (84mm)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be launched with the M5 RPG. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Assembled with an 84mm rocket warhead and rocket tube. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Warhead must contain assembly of two igniters. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Rocket tube must contain 60 units of methane fuel. || &#039;&#039;&#039;Warhead&#039;&#039;&#039;&amp;lt;br /&amp;gt;14062 metal&amp;lt;br /&amp;gt;&#039;&#039;(3.75 sheets)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Tube&#039;&#039;&#039;&amp;lt;br /&amp;gt;9375 metal&amp;lt;br /&amp;gt;&#039;&#039;(2.5 sheets)&#039;&#039; || 180 || Power: 220&amp;lt;br /&amp;gt;Base Falloff: 160&amp;lt;br /&amp;gt;Shards: 80 || Intensity: 4-45&amp;lt;br /&amp;gt;Radius: 2-4&amp;lt;br /&amp;gt;Duration: 5-36&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomMortar.png|64px]]|| &#039;&#039;&#039;Mortar Shell (80mm)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be launched with the M402 Mortar. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Assembled with an 80mm mortar shell and mortar warhead.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Warhead must contain assembly of two igniters.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Mortar shell must contain 60 units of hydrogen fuel. || &#039;&#039;&#039;Warhead&#039;&#039;&#039;&amp;lt;br /&amp;gt;14062 metal&amp;lt;br /&amp;gt;&#039;&#039;(3.75 sheets)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shell&#039;&#039;&#039;&amp;lt;br /&amp;gt;23437 metal&amp;lt;br /&amp;gt;&#039;&#039;(6.25 sheets)&#039;&#039; || 240 || Power: 360&amp;lt;br /&amp;gt;Base Falloff: 130&amp;lt;br /&amp;gt;Shards: 200 || Intensity: 5-45&amp;lt;br /&amp;gt;Radius: 3-8&amp;lt;br /&amp;gt;Duration: 5-48&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CustomMortar.png|64px]]|| &#039;&#039;&#039;Mortar Camera Shell (80mm)&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Must be launched with the M402 Mortar. &amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Assembled with an 80mm mortar camera shell and a camera mortar warhead.&amp;lt;br /&amp;gt;      &#039;&#039;&#039;-&#039;&#039;&#039; Warhead must contain assembly of two igniters.&amp;lt;br /&amp;gt;     &#039;&#039;&#039;-&#039;&#039;&#039; Mortar shell must contain 60 units of hydrogen fuel.  &amp;lt;br /&amp;gt;    &#039;&#039;&#039;-&#039;&#039;&#039; Meant to be used with [[Chemistry#flashpowder|Flash Powder]]. || &#039;&#039;&#039;Warhead&#039;&#039;&#039;&amp;lt;br /&amp;gt;15000 metal&amp;lt;br /&amp;gt;&#039;&#039;(4 sheets)&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shell&#039;&#039;&#039;&amp;lt;br /&amp;gt;23437 metal&amp;lt;br /&amp;gt;&#039;&#039;(6.25 sheets)&#039;&#039; || 180 || Power: 360&amp;lt;br /&amp;gt;Base Falloff: 130&amp;lt;br /&amp;gt;Shards: 200 || Intensity: 5-45&amp;lt;br /&amp;gt;Radius: 3-8&amp;lt;br /&amp;gt;Duration: 5-48&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FuelTank.png|64px]]&lt;br /&gt;
|| &#039;&#039;&#039;Custom M240A1 Fuel Tank&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039; For use in the M240 incinerator unit. &amp;lt;br /&amp;gt;      &lt;br /&gt;
|| 4687 metal &#039;&#039;(1.25 sheets)&#039;&#039; &lt;br /&gt;
|| 100&lt;br /&gt;
|| N/A&lt;br /&gt;
|| N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:FuelTank.png|64px]]&lt;br /&gt;
|| &#039;&#039;&#039;Custom M240-T Fuel Tank&#039;&#039;&#039; &amp;lt;br /&amp;gt;      &lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039; For use in the M240-T incinerator unit. &amp;lt;br /&amp;gt;      &lt;br /&gt;
|| 4687 metal &#039;&#039;(1.25 sheets)&#039;&#039; &lt;br /&gt;
|| 250&lt;br /&gt;
|| N/A&lt;br /&gt;
|| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Detonation Assemblies===&lt;br /&gt;
Detonation assemblies can be made by mixing the components below in various ways. The components has two possible states: locked or ready for attachment. Use a screwdriver to switch between the states. When locked, you can use the assembly to change the settings of any sensors inside. The assembly must be locked to attach it to a bomb.&lt;br /&gt;
&lt;br /&gt;
Most assemblies have a &#039;&#039;&#039;blast dampening&#039;&#039;&#039; feature which, when activated causes the explosion&#039;s falloff to become exponentially higher the further away it is from the explosion. This is used for example, When you have a rocket with high explosive power, You would want the explosion to be devastating but don&#039;t want it to kill the user, So enabling wave dampening will cause the explosion to completely disappear or be negligible if fired from even a relatively close distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#4D4D4D; color: white;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Igniter.png|64px]]|| Igniter || At least one igniter is required in all detonation assemblies. Two igniters can be combined for instant detonation when primed. When primed, the igniter will ignite the contents of the bomb, causing an explosion or combustion (or both), depending on the chemical contents of the bomb.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ProxSensor.png|64px]]|| Proximity Sensor || When activated, the proximity sensor will detect movement within the defined radius. When a non IFF target is detected, it will trigger after the defined delay, priming the igniter. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Signaller.png|64px]]|| Remote Signaler || When activated, all other signalers using the same frequency will trigger. Signaler bombs should thus be provided with a separate signaler. Signalers on plastic explosives explode after a 3 second delay.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Timer.png|64px]]|| Timer || When activated, the timer will trigger after the specified time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosions and Fire===&lt;br /&gt;
Ordnance Technicians are not chemists and can not make medicine. But they are familiar enough with chemistry to know how to make things go bang. Beware that some chemicals can be sensitive, spontaneously igniting when more than a certain amount is mixed at the same time (&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!&amp;lt;/span&amp;gt; = 60u, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!!&amp;lt;/span&amp;gt; = 5u, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;!!!&amp;lt;/span&amp;gt; 0u). If research has been making custom explosive chemicals for you, then they will always have some sensitivity. Make sure they tell you about this. Below is a chart for all the chemical reactions you need to know. And a list of all chemicals that can be used in explosions and fire, and how they modify said explosions and fire. Additionally, iron can be used to make shrapnel, polytrinic acid for holo-shrapnel and phoron for incendiary shrapnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ChembombChart.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Explosive}}&lt;br /&gt;
{{:Properties/Flowing}}&lt;br /&gt;
{{:Properties/Fueling}}&lt;br /&gt;
{{:Properties/Oxidizing}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!  class=&amp;quot;headerSort headerSortUp&amp;quot; style=&amp;quot;background-color:dimgray; color:white;&amp;quot;|Name&lt;br /&gt;
!  style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|Power Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|Falloff Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Intensity Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Radius Mod&lt;br /&gt;
!  style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Duration Mod&lt;br /&gt;
!  class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Burn Color Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#ammoniumnitrate|Ammonium&amp;amp;nbsp;Nitrate]] || 0.4 || 1.5 || 0.5 || 0 || -0.2 || Orange&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#anfo|ANFO]] || 1 || -0.6 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#carbon|Carbon]] || 0 || 0 || 0 || 0 || 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#clf3|Chlorine&amp;amp;nbsp;Trifluoride]] || 0 || 0 || 1.8 || -0.09 || -0.9 || Dark Orange &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#copper|Copper]] || 0 || 0 || 0 || 0 || 0 || Green &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#cyclonite|Cyclonite]] || 1.5 || -0.4 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#ethanol|Ethanol]] || 0 || 0 || 0.2 || 0.1 || 0.2 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#hexamine|Hexamine]] || 0 || 0 || 0 || 0 || 0.5 || Orange &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#hydrogen|Hydrogen]] || 0.15 || 0 || -0.5 || 0.2 || -0.5 || Light cyan&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#lithium|Lithium]] || 0 || 0 || 0.35 || -0.01 || -0.1 || Deep pink &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#methane|Methane]] || 0.15 || 0 || -0.35 || 0.1 || 0.25 || Dark blue &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#napalm|Napalm]] || 0 || 0 || 0.45 || 0.06 || 0.75 || Light orange &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#nitroglycerin|Nitroglycerin]] || 1 || -0.5 || 0 || 0 || 0 || None &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#octogen|Octogen]] || 2 || -0.2|| 0.4 || -0.02 || -0.2 || Orange &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#oxygen|Oxygen]] || 0 || 0 || 0.75 || -0.08 || 0 || Light Blue &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#phoron|Phoron]] || 0 || 0 || 0.4 || 0.05 || -0.75 || Dark red &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#phosphorus|Phosphorus]] || 0 || 0 || 1 || -0.12 || 0.1 || Peach &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#potassiumchloride|Potassium&amp;amp;nbsp;Chloride]] || 0 || 0 || 0.1 || 0 || 0 || Purple &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#potassiumhydroxide|Potassium&amp;amp;nbsp;Hydroxide]] || 0.5 || 0 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#salt|Sodium&amp;amp;nbsp;Chloride]] || 0 || 0 || 0.1 || 0 || 0 || Yellow &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#thermite|Thermite]] || 0.5 || 1 || 0.3 || -0.08 || 0.9 || Light orange &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#water|Water]] || 0 || 0 || -3 || 0 || 0 || None &lt;br /&gt;
|-&lt;br /&gt;
| [[Chemistry#weldingfuel|Welding&amp;amp;nbsp;Fuel]] || 0.12 || -0.1 || 0.1 || -0.08 || 0.7 || Orange &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Explosive Property Chems&amp;lt;br&amp;gt;(from research)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;headerSort headerSortUp&amp;quot; style=&amp;quot;background-color:dimgray; color:white;&amp;quot;|Name&lt;br /&gt;
| style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|&#039;&#039;&#039;Power Mod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:darkorange; color:white;&amp;quot;|&#039;&#039;&#039;Falloff Mod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:darkred; color:white;&amp;quot;|&#039;&#039;&#039;Intensity Mod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:darkred; color:white;&amp;quot;|&#039;&#039;&#039;Radius Mod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color:darkred; color:white;&amp;quot;|&#039;&#039;&#039;Duration Mod&#039;&#039;&#039;&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:darkred; color:white;&amp;quot;|Burn Color Mod&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher#EXP|Explosive Level 1]] || 1 || -3 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher#EXP|Explosive Level 2]] || 2 || -1.5 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher#EXP|Explosive Level 3]] || 3 || -1 || 0 || 0 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher#EXP|Explosive Level 4]] || 4 || -0.75 || 0 || 0 || 0 || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Orbital Cannons==&lt;br /&gt;
----&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Orbital Cannon:&#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:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Orbital_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
Used for firing warheads at any currently orbited planets or nearby stations. It accelerates its payload with solid fuel for devastating results upon impact.&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;Loading/Reloading:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Load a warhead onto the Orbital Cannon Tray [[File:Orbital_Cannon_Tray.png]] &#039;&#039;&#039;(Powerloader required)&#039;&#039;&#039;.&lt;br /&gt;
*Load the required amount of solid fuel [[File:Orbital_Cannon_Fuel_Block.png|32px]] in the Orbital Cannon Tray &#039;&#039;&#039;(See Orbital Cannon Console)&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;Note that each round the fuel consumption of each warhead is randomized.&#039;&#039;&lt;br /&gt;
*Open the Orbital Cannon Console&#039;s interface. &lt;br /&gt;
*Load the Tray into the Cannon. &lt;br /&gt;
*Chamber the Tray&#039;s content into the cannon barrel. &#039;&#039;&#039;(can&#039;t be undone!)&#039;&#039;&#039; &lt;br /&gt;
*Staff Officers can now fire the Orbital Cannon from their console. &lt;br /&gt;
*After firing, unload the Tray from the Orbital Cannon. &lt;br /&gt;
*Examine the Tray to make sure it is empty and operational. &lt;br /&gt;
*Repeat the process from the start to reload.&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;
|[[File:HE_Orbital_Warhead.png]]&lt;br /&gt;
| Causes a devastating explosion in a large radius upon impact with it&#039;s designated target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Incendiary_Orbital_Warhead.png]]&lt;br /&gt;
| Releases a fiery payload over the targeted area. Extremely large radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cluster_Orbital_Warhead.png]]&lt;br /&gt;
| Releases a cluster of explosives over the targeted area. To suppress any enemies advancing as well as pulverising and terrorising anything within range .&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;Troubleshooting:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*If you&#039;ve loaded a tray with an incorrect payload, you can still unload the tray&#039;s payload as long as it hasn&#039;t been chambered. &lt;br /&gt;
*If an incorrect payload is chambered, it can only be removed by firing it. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using the AA Cannon ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;AA Cannon:&#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:256px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:AA_Cannon.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
The IX-50 is a state-of-the-art Micro-Gravity and Air Defense system capable of independently tracking and neutralizing threats with rockets strapped onto them.&lt;br /&gt;
&lt;br /&gt;
In order to utilise the defensive capabilities, you simply select the area you want to defend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; You must set the area to be defended before any incoming object is en-route to the ship.&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;Defendable Areas:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Upper Foreship (CIC Area)&lt;br /&gt;
*Upper Midship (Upper medbay/research)&lt;br /&gt;
*Upper Aftship (Upper Engineering/Self Destruct)&lt;br /&gt;
&lt;br /&gt;
*Lower Foreship (Vehicle Bay, Hangar)&lt;br /&gt;
*Lower Midship (Medbay, Brig, Briefing Room)&lt;br /&gt;
*Lower Aftship (Requisitions, Cryo-stasis, Engine) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Maintaining the Dropships==&lt;br /&gt;
----&lt;br /&gt;
As an Ordnance Technician, your faster use of the powerloader and inferior rank to the [[Pilot Officer]] means &#039;&#039;&#039;you&#039;&#039;&#039; are expected to load their dropships up for them. Head to the hangar, grab a powerloader (click-drag yourself onto it, or right click -&amp;gt; enter powerloader), and ask them what needs loading and where. Pickup the desired modules and attach them onto the appropriate port on the dropship. Communicate with the Pilot Officer in person or over the engineering channel to print new equipment from the dropship fabricator in the future, and be ready to reload their ordinance (Use an empty ripley clamp to take out expended ammunition then use the other hand to load a fresh batch of ammo, for example: 30mm, mini rockets etc.) when they return from close air support missions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the dropships seats have been flattened you can re-build them by using a [[File:Welder.gif|32px]] welder and then a [[File:Wrench.png|32px]]wrench.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Duties==&lt;br /&gt;
----&lt;br /&gt;
Because of your engineering skills, you may occasionally be tasked to perform other duties such as ship maintenance, vehicle maintenance, or FOB duty. You will find the [https://cm-ss13.com/wiki/Guide_to_Engineering guide to engineering] and [https://cm-ss13.com/wiki/Guide_to_construction guide to construction] useful for this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Maintaining the Vehicles===&lt;br /&gt;
As an ordnance technician you are capable of repairing and replacing vehicle modules. [https://cm-ss13.com/wiki/Vehicle_Crewman The Vehicle Crewmen] will usually take care of this themselves, but special circumstances may require you to assist. Remember to check with the vehicle crewman about which modules they&#039;d like attached. &lt;br /&gt;
&lt;br /&gt;
===FOB duty===&lt;br /&gt;
Command may find it necessary to send a few OTs down to the FOB to keep it running, repaired, and ready for action. Keep in touch with your Chief Engineer as much as possible when deploying. The Squad Engineers will be subordinate to you, so should it be necessary, you can order them around on FOB related matters; try to have them do any dangerous frontline work.&lt;br /&gt;
&lt;br /&gt;
===Grunt Work===&lt;br /&gt;
You may get ordered to replace lights, do cleaning, or look through the disposals room for anything valuable tossed away, because of your maintenance access and often not being particularly busy. Don&#039;t whine about it.&lt;br /&gt;
&lt;br /&gt;
===Almayer Projects===&lt;br /&gt;
If you&#039;ve gotten chamber sick from the workshop, you can always ask for the proper legal authorization to construct or modify a part of the Almayer to occupy yourself with something creative. If you can&#039;t think of what to create, ask for ideas from other folks or just explore the Almayer until an idea pops into your head.&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;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|fireman=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;
==Reading and Sources==&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5511-Kryth-s-Guide-for-blowing-up-marines-OT-Guide Kryth&#039;s Guide for blowing up marines] - By Kryth&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemical/Chlorine_Triflouride&amp;diff=40233</id>
		<title>Chemical/Chlorine Triflouride</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemical/Chlorine_Triflouride&amp;diff=40233"/>
		<updated>2026-01-26T09:48:43Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Needs to have an amount of {{Tooltip|[[#water|Water]]|{{:Chemical/Water}}}} at a ratio of 2:1.2 (I.E. 120 CLF3 : 72 Water) to the total amount of chlorine trifluoride that will be in the container after mixing.&amp;lt;/b&amp;gt; After mixing the water may be safely removed.&amp;lt;br&amp;gt; 1u {{Tooltip|[[#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&amp;lt;br&amp;gt;3u {{Tooltip|[[#fluorine|Fluorine]]|{{:Chemical/Flourine}}}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemical/Chlorine_Triflouride&amp;diff=40232</id>
		<title>Chemical/Chlorine Triflouride</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemical/Chlorine_Triflouride&amp;diff=40232"/>
		<updated>2026-01-26T09:47:58Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: I hate intensitymod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Needs to have an amount of {{Tooltip|[[#water|Water]]|{{:Chemical/Water}}}} at a ratio of 2:1.2 I.E. (120 CLF3 : 72 Water) to the total amount of chlorine trifluoride that will be in the container after mixing.&amp;lt;/b&amp;gt; After mixing the water may be safely removed.&amp;lt;br&amp;gt; 1u {{Tooltip|[[#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&amp;lt;br&amp;gt;3u {{Tooltip|[[#fluorine|Fluorine]]|{{:Chemical/Flourine}}}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=40231</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=40231"/>
		<updated>2026-01-26T08:19:34Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Explosives and flammable chems */&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;
 |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. [[Hospital Corpsman|Hospital Corpsmen]] should be aware of overdose thresholds and medications that cause harm when mixed in a patient.&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 to precisely control the amount of chemicals in a beaker, creating bottles and pills. &lt;br /&gt;
#* 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; &lt;br /&gt;
#* Pill bottles can be loaded into the machine by their boxes to hold created pills, you can choose multiple pill bottles to fill if needed. &lt;br /&gt;
#* 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;
#* You can label, colour and transfer the pill bottle directly to the Chemical Storage.&lt;br /&gt;
#* You can set the pills shape from some options.&lt;br /&gt;
#* You can set up presets to do both of the above customisation.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage aka the Smart-Fridge. 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 bottles of key reagents, extra beakers and extra boxes of pill bottle.&lt;br /&gt;
# &#039;&#039;&#039;Chemistry Locker&#039;&#039;&#039;: Holds the initial Cryoxadone meant for the cryo tubes. As well as additional boxes of pill bottles.&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;Empty Reagent Tanks&#039;&#039;&#039;: Empty containers that the marines will want filled with all the drugs they could need for general use. (UNGA)&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 high-capacity beaker - 500u.&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 its 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 30 units, and comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe or unloaded and loaded with vial. Instantly injects 5u doses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe Case&#039;&#039;&#039; || &lt;br /&gt;
* Holds three syringes/bottles/injectors.&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;
[[Hospital_Corpsman|Hospital Corpsmen]] will come to the pharmacy line to order specialized pills they cannot otherwise get. Note that &#039;&#039;&#039;all of these recipes assume that you are using a 500u high-capacity beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Most Common Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name !!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser !! Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
* Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 120u of [[Chemistry#Meralyne|Meralyne]] and 120u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#Meralyne|Meralyne]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. Adding [[Chemistry#sugar|Sugar]] &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Creates 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==UNGA Tanks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!How to Mix&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|unga}}[[#unga|UNGA]]&amp;lt;br&amp;gt;&lt;br /&gt;
This makes &#039;&#039;&#039;720u&#039;&#039;&#039; of [[Slang#All_Medical_Slang_&amp;amp;_acronyms|&#039;UNGA&#039;]]. This should have &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]], [[Chemistry#kelotane|Kelotane]], [[Chemistry#oxycodone|Oxycodone]], [[Chemistry#tricordrazine|Tricordrazine]], [[#bicaridine|Bicaridine]], and [[Chemistry#dermaline|Dermaline]]. &lt;br /&gt;
&lt;br /&gt;
The overdose limits depend on the chemicals, but a single 60u flask only holds 10u of each chemical. By itself, this is below all the OD thresholds. Be mindful of taking UNGA and an [[Guide to Medicine#emergency auto-injector|emergency auto-injector]]; this can cause small Oxy, Bica, and Kelo ODs.&lt;br /&gt;
&lt;br /&gt;
This provides oxycodone-level painkilling and heals 3 brute, 3 burn, 0.5 toxin, and 0.5 oxygen damage per tick.&lt;br /&gt;
&lt;br /&gt;
This is typically mixed in reagent tanks, and marines store it in 60u flasks from food vendors. Two tanks can be found in the Chemistry Lab, and more can be found in maintenance. &lt;br /&gt;
&lt;br /&gt;
To save on energy, get bottles from the Wey-Med Plus in the Medical Storage room at the other side of Medbay Lobby.&lt;br /&gt;
| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxycodone|Oxycodone]]|{{:Chemical/Oxycodone}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (1 bottle)&lt;br /&gt;
This makes 120u Bica, 120u Kelo, 120u Tricord, and 120u Oxy.&lt;br /&gt;
&lt;br /&gt;
Add the following to a beaker:&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
This makes 120u Mera and 120u Derma.&lt;br /&gt;
Add the beaker mix to the tank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==More Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ironnutriment}}[[#ironnutriment|&#039;&#039;&#039;IronNutriment (7.5u, 7.5u)&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#nutriment|Nutriment]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. This is stronger than normal [[Chemistry#iron|Iron]] pills.&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#nutriment|Nutriment]] can&#039;t be dispensed, and is gained by grinding various foods, most commonly protein bars. A full satchel of 15 protein bars ground up will result in exactly 120 [[Chemistry#nutriment|Nutriment]]. A syringe can also extract [[Chemistry#nutriment|Nutriment]] from most food, but this is slower than grinding.&lt;br /&gt;
&lt;br /&gt;
The [[Chemistry#iron|Iron]] overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills).&lt;br /&gt;
&lt;br /&gt;
Creates 4u of blood per tick and restores hunger.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nutriment|Nutriment]]|{{:Chemical/Nutriment}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;FN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#nitrogen|Nitrogen]] and [[Chemistry#water|Water]]. &lt;br /&gt;
&lt;br /&gt;
This has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;; however, [[Chemistry#tramadol|Tramadol]] and [[Chemistry#paracetamol|Paracetamol]] creates [[Chemistry#generictoxin|Generic Toxin]] when mixed. Health scanners will give a warning if [[Chemistry#paracetamol|Paracetamol]] is present, but always double-check the patient for high levels of [[Chemistry#tramadol|Tramadol]] before using &#039;&#039;&#039;NW&#039;&#039;&#039; and plan for any toxic buildups. [[Chemistry#tricordrazine|Tricordrazine]], [[Chemistry#dylovene|Dylovene]], and [[Chemistry#atd|AriTricaDylo]] all directly remove [[Chemistry#generictoxin|Generic Toxin]] from the bloodstream and heal any toxin damage.&lt;br /&gt;
&lt;br /&gt;
This helps deal with [[Chemistry#tramadol|Tramadol]] overdoses by reacting with [[Chemistry#tramadol|Tramadol]] in the body to create [[Chemistry#paracetamol|Paracetamol]]. This has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[Chemistry#tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;does not&#039;&#039;&#039; fix the toxin damage caused by the overdose.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Create &#039;&#039;&#039;8&#039;&#039;&#039; pills. &lt;br /&gt;
&lt;br /&gt;
Creating 8 pills saves on power, and this is typically enough for standard operations.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;NW&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dexalinplus|Dexalin Plus]]. Sometimes called &#039;&#039;&#039;Dex+&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] can use the pressurized chemical dispensers in their prep room and lower medical to make bottles/vials of D+.&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[Chemistry#dexalinplus|Dexalin Plus]] (2 pills). &lt;br /&gt;
&lt;br /&gt;
Dexalin Plus removes &#039;&#039;&#039;all&#039;&#039;&#039; oxygen damage while present in the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
* Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} (grind 1 bar in the All-In-One Grinder to make 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;16u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;D+&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:blue pill bottle.png]]&amp;lt;br&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tc}} [[Chemistry#tc|&#039;&#039;&#039;Tricord&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Overdose at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). This OD causes eye damage!&lt;br /&gt;
&lt;br /&gt;
Heals 0.5 brute, 0.5 burn, 0.5 toxin, 0.5 oxygen damage per tick, and removes 1u of toxins from the bloodstream. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (2 bottles)&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Tc&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;TC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tri&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|atd}}[[Chemistry#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (3.75u, 7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;60u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]], and &#039;&#039;&#039;120u&#039;&#039;&#039; of  [[Chemistry#dylovene|Dylovene]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[Chemistry#tricordrazine|Tricordrazine]] and [[Chemistry#dylovene|Dylovene]] (4 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 3.5 toxin damage, heals 0.5 burn damage, removes 3u of toxins, and &#039;&#039;&#039;deals&#039;&#039;&#039; 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ATD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- I think TriBica has lost its usefulness since chem energy reworks and pressurized chemical dispensers were added. But here is its entry in case anyone wants to ever re-add it -HungerJames, Jan 2026&lt;br /&gt;
&lt;br /&gt;
|{{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]] and &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 1.5 brute, 0.5 burn, 0.5 toxin, and 0.5 oxygen damage per tick.  &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;100u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the recipe for another 8 pills.&lt;br /&gt;
|*&#039;&#039;&#039;TB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;br&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Making Two Pill Bottles at a Time==&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
#Insert the high-capacity beaker with your &amp;quot;double mix&amp;quot; into the ChemMaster 3000.&lt;br /&gt;
#Load at least &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles into the ChemMaster.&lt;br /&gt;
#Check &amp;quot;Fill bottle&amp;quot; option for two pill bottles.&lt;br /&gt;
#Move the &amp;quot;double mix&amp;quot; from the Beaker to the Buffer.&lt;br /&gt;
#Create 16 pills using the button in the bottom left.  &lt;br /&gt;
#*Creating 16 pills makes 16 for &#039;&#039;&#039;each&#039;&#039;&#039; bottle. &lt;br /&gt;
#**&#039;&#039;&#039;32&#039;&#039;&#039; total pills are made.&lt;br /&gt;
#Set the Label and Color for the pill bottles.&lt;br /&gt;
#Transfer the bottles to the Smart Chemical Storage or eject them to hand.&lt;br /&gt;
|[[file:chemmaster two bottles.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!! Chem Dispenser!! Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
You add 20u of [[Chemistry#nitrogen|Nitrogen]] four times, rather than 80u once, because of the 500u maximum of the high-capacity beakers.&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 240u of [[Chemistry#Meralyne|Meralyne]] and 240u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at 15u of [[Chemistry#Meralyne|Meralyne]] and 30u of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;240&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}. Adding {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}} &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Creates 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;480u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&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;
There are seven types of reactions:&lt;br /&gt;
*{{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Reactions/Endothermic}}}}&lt;br /&gt;
*{{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&lt;br /&gt;
*{{Tooltip|[[#foaming|Foaming]]|{{:Properties/Reactions/Foaming}}}}&lt;br /&gt;
* {{Tooltip|[[#glowing|Glowing]]|{{:Properties/Reactions/Glowing}}}}&lt;br /&gt;
*{{Tooltip|[[#inert|Inert]]|{{:Properties/Reactions/Inert}}}}&lt;br /&gt;
*{{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*Special. These uniquely affect certain chemicals, mainly a few [[#explosive_and_flammable_chems|explosive and flammable chems]].&lt;br /&gt;
All reactions on this page are inert unless stated otherwise.&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|aluminium}}[[#aluminium|Aluminium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&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|carbon}}[[#carbon|Carbon]]&lt;br /&gt;
|&lt;br /&gt;
*Chemfire modifier.&lt;br /&gt;
|N/A&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 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#BCD|BCD]] 1&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 1.5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|copper}}[[#copper|Copper]]&lt;br /&gt;
|&lt;br /&gt;
*Green fire coloring.&lt;br /&gt;
| N/A&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|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|fluorine}}[[#fluorine|Fluorine]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&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 1.5 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|gold}}[[#gold|Gold]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&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|hydrogen}}[[#hydrogen|Hydrogen]]&lt;br /&gt;
|&lt;br /&gt;
*Explosive modifer.&lt;br /&gt;
|N/A&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|iron}}[[#iron|Iron]]&lt;br /&gt;
|&lt;br /&gt;
*Turns nutrition into blood.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HMG|HMG]] 3&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;
*Deals 1.5 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|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;
|{{:Chemical/Lithium}}&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 0.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you hallucinate.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mercury}}[[#mercury|Mercury]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 4 brain damage per tick&lt;br /&gt;
*Stuns you.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRT|NRT]] 4&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 10 brain damage per tick.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
*Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogen}}[[#nitrogen|Nitrogen]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&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|nutriment}}[[#nutriment|Nutriment]]&lt;br /&gt;
|&lt;br /&gt;
*Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#NTR|NTR]] 2&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#HMG|HMG]] 1&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;
|{{anchor|oxygen}}[[#oxygen|Oxygen]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifer.&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|phoron}}[[#phoron|Phoron]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 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|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|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|radium}}[[#radium|Radium]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&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;
|{{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|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|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|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|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|uranium}}[[#uranium|Uranium]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 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|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;
|{{: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;
|{{anchor|weldingfuel}}[[#weldingfuel|Welding Fuel]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 0.5 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|TXC]] 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 1.5 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;
&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|alkysine}}[[#alkysine|Alkysine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 3 brain damage per tick.&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 1 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Stuns you.&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 per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage per tick.&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|arithrazine}}[[#arithrazine|Arithrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Removes 1u of any type of [[#toxin|toxin]] per tick.&lt;br /&gt;
*Deals 1 brute damage tick.&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 per tick.&lt;br /&gt;
*Deals 2 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#atrophine|Atrophine]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;CANNOT BE INGESTED&#039;&#039;&#039;. Use a syringe or injector.&lt;br /&gt;
*Increases defibrillator healing by 28 brute, burn and toxin damage.&lt;br /&gt;
*Deals 0.875 brain damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#EGN|EGN]] 7&lt;br /&gt;
*[[Researcher#INV|INV]] 1&lt;br /&gt;
* [[Researcher#NRT|NRT]] 0.5&lt;br /&gt;
|{{:Chemical/Atrophine}}&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|bicaridine}}[[#bicaridine|Bicaridine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 brute damage per tick.&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;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|citalopram}}[[#citalopram|Citalopram]]&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]] 2&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|clonexadone}}[[#clonexadone|Clonexadone]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE.&#039;&#039;&#039;&amp;lt;!--Not as above part: (This main entry previously said &amp;quot;as above&amp;quot; and was below the Cryoxadone entry. This is a funny joke! It deserves to have its context preserved.) No snowflake code here.--&amp;gt;&lt;br /&gt;
*Heals 6 radiation damage per tick.&lt;br /&gt;
*Heals 6 brute damage per tick.&lt;br /&gt;
*Heals 6 burn damage per tick.&lt;br /&gt;
*Heals 6 toxin damage per tick.&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;
|{{: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|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 cryo-metabolizing 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 per tick.&lt;br /&gt;
*Heals 3 brute damage per tick.&lt;br /&gt;
*Heals 3 burn damage per tick.&lt;br /&gt;
*Heals 3 toxin damage per tick.&lt;br /&gt;
*Heals 1 oxygen damage per tick.&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;
|{{: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|dermaline}}[[#dermaline|Dermaline]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 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 1.5 brute damage per tick.&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalin}}[[#dexalin|Dexalin]]&lt;br /&gt;
|&lt;br /&gt;
*Repairs 4 oxygen damage per tick.&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 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 7.5 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dylovene}}[[#dylovene|Dylovene]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 2 toxin damage per tick.&lt;br /&gt;
*Removes 1u of [[#toxin|toxin]] of any type per tick.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker toxin]] per tick.&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]] per tick.&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 1 eye damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&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|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 20 per damage type.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
*A small amount is consumed on each defib attempt.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 0.75&amp;lt;!--WHY/ Still asking that to this day-  Niv--&amp;gt;&lt;br /&gt;
*[[Researcher#EGN|EGN]] 2&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;
*Deals 2 toxin damage per tick.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4.5 liver damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethylredoxrazine}}[[#ethylredoxrazine|Ethylredoxrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Removes confusion, drowsiness, stuttering, blurry vision, blindness, dizziness, and jitteriness.&lt;br /&gt;
*Removes 3u [[#ethanol|ethanol]] and [[Drinks|other alcohols]] from the body per tick.&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 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imidazoline}}[[#imidazoline|Imidazoline]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 eye damage per tick.&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 1 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&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;
*Reduces pain&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;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
*100&lt;br /&gt;
|&lt;br /&gt;
*Stuns you.&lt;br /&gt;
*Causes jitters.&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; Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|kelotane}}[[#kelotane|Kelotane]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 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 1 brute and toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5.5 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|leporazine}}[[#leporazine|Leporazine]]&lt;br /&gt;
| &lt;br /&gt;
*Attempts to stabilize 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; Makes you fall asleep.&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 very hungry.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Meralyne}}[[#Meralyne|Meralyne]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 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 1.5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 burn and 3 toxin damage per tick.&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|neuraline}}[[#neuraline|Neuraline]]&lt;br /&gt;
|&lt;br /&gt;
*Weakens stuns and knockdowns.&lt;br /&gt;
*Fixes stuttering, blurry vision, confusion, dizziness, jitteriness and drowsiness.&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 per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 toxin 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]] 4&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 per tick.&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]] 1&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|paroxetine}}[[#paroxetine|Paroxetine]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you messages about your mind becoming clearer.&lt;br /&gt;
*Removes confusion.&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|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 per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|rezadone}}[[#rezadone|Rezadone]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 brute damage per tick.&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
*Heals 2 radiation damage per tick.&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#AID|AID]] 3&lt;br /&gt;
* [[Researcher#TOX|TXC]] 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 per tick.&lt;br /&gt;
*Makes you confused.&lt;br /&gt;
*Deals 11 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 13 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 radiation damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&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|TXC]] 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|russianred}}[[#russianred|Russian Red]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Removes 1u of any type of [[#toxin|toxin]] per tick.&lt;br /&gt;
*Deals 2 brute damage per tick.&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 per tick.&lt;br /&gt;
*Deals 4 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute 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 3 radiation damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#sleen|Sleen]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 3&lt;br /&gt;
|{{:Chemical/Sleen}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 3 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 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|soporific}}[[#soporific|Soporific]]&lt;br /&gt;
|&lt;br /&gt;
*Causes confusion, and then puts you to sleep.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 5&lt;br /&gt;
*[[Researcher#SDT|HYP]] 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 5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 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|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 per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage per tick.&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|thwei}}[[#thwei|Thwei]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.2 brute damage per tick.&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Heals 1 organ damage per tick.&lt;br /&gt;
*Removes 1u of [[#toxin|toxin]] of any type per tcik&lt;br /&gt;
*Heals all oxygen damage.&lt;br /&gt;
*Removes 6u of [[#lexorin|lexorin]] per tick.&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]] per tick.&lt;br /&gt;
*Removes 5u of [[#spacedrugs|space drugs]] per tick.&lt;br /&gt;
*Weakens drug-related effects.&lt;br /&gt;
*Removes 6u of [[#ethanol|ethanol]] and [[Drinks|other alcohol]] per tick.&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;
|{{Anchor}}[[Chemistry#thymol|Thymol]]&lt;br /&gt;
|&lt;br /&gt;
*Decreases the larva stage counter by 0.5 per tick.&lt;br /&gt;
*Deals 0.2 burn damage per tick.&lt;br /&gt;
*When the larva gets regressed to stage 0:&lt;br /&gt;
**Removes the larva from the host.&lt;br /&gt;
**Deals between 20 and 40 burn damage to the host.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#APS|APS]] 0.5&lt;br /&gt;
|{{:Chemical/Thymol}}&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|tramadol}}[[#tramadol|Tramadol]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 2.5&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|tricordrazine}}[[#tricordrazine|Tricordrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 0.5 brute damage per tick.&lt;br /&gt;
*Heals 0.5 burn damage per tick.&lt;br /&gt;
*Heals 0.5 toxin damage per tick.&lt;br /&gt;
*Heals 0.5 oxygen damage per tick.&lt;br /&gt;
*Removes 1u of &amp;lt;!--[[#generictoxin|generic toxin]] and--&amp;gt; all types of [[#toxin|toxin]] per tick.&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;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 burn damage per tick.&lt;br /&gt;
*Deals 0.5 brute damage per tick.&lt;br /&gt;
*Deals 0.25 toxin damage per tick.&lt;br /&gt;
*Deals 0.5 Eye damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&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 per tick.&lt;br /&gt;
*Deals 8 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 40 brute damage per tick.&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|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;
&lt;br /&gt;
|N/A&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}}[[Chemistry#amatoxin|Amatoxin]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TXC|TXC]] 1&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;
|-&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|TXC]] 2&lt;br /&gt;
|{{:Chemical/Carpotoxin}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0,1&lt;br /&gt;
&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|TXC]] 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;
|{{anchor|chloralhydrate}}[[#chloralhydrate|Chloral Hydrate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 toxin damage.&lt;br /&gt;
*Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#SDT|HYP]] 6&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&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 1.5 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 15 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#coppersulfate|Copper Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 5 burn damage per tick.&lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#CRS|CRS]] 5&lt;br /&gt;
|{{:Chemical/Copper Sulfate}}&lt;br /&gt;
|6:1&lt;br /&gt;
|0.1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&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|HYP]] 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;
&lt;br /&gt;
|N/A&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|TXC]] 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|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;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#TOX|TXC]] 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|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|TXC]] 1&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|impedrezene}}[[Chemistry#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|ASP]] 1&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;
|{{Anchor|ironphoridesulfate}}[[#ironphoridesulfate|Iron Phoride Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 5 burn damage per tick.&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&lt;br /&gt;
*[[Researcher#CRS|CRS]] 5&lt;br /&gt;
*[[Researcher#OXI|OXI]] 3&lt;br /&gt;
|{{:Chemical/Iron Phoride Sulfate}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#ironsulfate|Iron Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 burn damage per tick.&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 1&lt;br /&gt;
|{{:Chemical/Iron Sulfate}}&lt;br /&gt;
|6:1&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 8 oxygen damage per tick.&lt;br /&gt;
*Deals 0.5 brute damage per tick.&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 5.5 brute damage.&lt;br /&gt;
*Deals 4 toxin damage.&lt;br /&gt;
*Deals 28 oxygen damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 28 brute and oxygen damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 toxin damage.&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|TXC]] 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|molecularacid}}[[Chemistry#molecularacid|Molecular Acid]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage per tick.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 2&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#XMB|XMB]] 3&lt;br /&gt;
| Injected by Spitter&#039;s and Boiler&#039;s Tail Stab &lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|0,2&lt;br /&gt;
&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|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paraformaldehyde}}&lt;br /&gt;
|2:1&lt;br /&gt;
&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#phenol|Phenol]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;CANNOT BE INGESTED&#039;&#039;&#039;. Use a syringe or injector.&lt;br /&gt;
*Deals 8,75 brain damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#INV|INV]] 1&lt;br /&gt;
*[[Researcher#NRT|NRT]] 5&lt;br /&gt;
|{{:Chemical/Phenol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*10,5&lt;br /&gt;
* 20&lt;br /&gt;
| &lt;br /&gt;
*Deals 15 brain damage per tick.&lt;br /&gt;
*Slowly inflicts drowsyness.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; 75% chance to apply a sentinel&#039;s  [[Sentinel|slowing spit]] effect per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#phenolformaldehyderesin|Phenol Formaldehyde Resin]] &lt;br /&gt;
|&lt;br /&gt;
* Deals 3 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Reactions/Endothermic}}}}&lt;br /&gt;
* [[Researcher#TXC|TXC]] 3&lt;br /&gt;
|{{:Chemical/Phenol Formaldehyde}}&lt;br /&gt;
|1:1&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;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
* Deals 1 toxin damage per tick.&lt;br /&gt;
*Deals 1.5 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
*[[Researcher#TOX|TXC]] 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;
&lt;br /&gt;
|N/A&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;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#HPX|HPX]] 2&lt;br /&gt;
*[[Researcher#RLX|ASP]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
| 2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&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;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#foaming|Foaming]]|{{:Properties/Reactions/Foaming}}}}&lt;br /&gt;
*[[Researcher#RLX|ASP]] 8&lt;br /&gt;
*[[Researcher#HPX|HPX]] 4&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chlorophoride}}&lt;br /&gt;
|3:4 &lt;br /&gt;
|0,2&lt;br /&gt;
|&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|TXC]] 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}}[[Chemistry#potassiumphorosulfate|Potassium Phorosulfate]]&lt;br /&gt;
|&lt;br /&gt;
* Causes baldness.&lt;br /&gt;
*Deals 8 oxygen damage per tick.&lt;br /&gt;
* Deals 5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Endothermic}}}}&lt;br /&gt;
*&lt;br /&gt;
[[Researcher#BLD|ATR]] 10&lt;br /&gt;
*[[Researcher#HPX|HPX]] 4&lt;br /&gt;
*[[Researcher#BCD|BCD]] 5&lt;br /&gt;
|{{:Chemical/Potassium Phorosulfate}}&lt;br /&gt;
|5:1&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
* Deals 5 radiation damage per tick.&lt;br /&gt;
*Deals 14 brute damage per tick.&lt;br /&gt;
*Deals 4 toxin damage per tick.&lt;br /&gt;
*Deals 20 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#psoralen|Psoralen]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRG|CRG]] 6&lt;br /&gt;
|{{:Chemical/Psoralen}}&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|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 0.5 toxin damage per tick.&lt;br /&gt;
*Deals 1.5 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphuric Acid}}&lt;br /&gt;
&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|toxin}}[[#toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&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;
|{{Anchor}}[[Chemistry#urishiol|Urishiol]]&lt;br /&gt;
| &lt;br /&gt;
*Makes you sneeze, blink and cough.&lt;br /&gt;
*Deals 3 burn damage per tick.&lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ALG|ALG]] 6&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
|{{:Chemical/Urishiol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,025&lt;br /&gt;
|&lt;br /&gt;
* 6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 burn damage per tick.&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;
|{{: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}}[[Chemistry#zygacine|Zygacine]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0,75 heart damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CDT|CDT]] 3&lt;br /&gt;
|{{:Chemical/Zygacine}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 oxygen damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 oxygen damage per tick.&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 4 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;
&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&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|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;
&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|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|NTP]] 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|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|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;
Queen and Praetorians.&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|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|TXC]] 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|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, drowsiness, 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;
|&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|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|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|ammonia}}[[#ammonia|Ammonia]]&lt;br /&gt;
|&lt;br /&gt;
*Used for explosives.&lt;br /&gt;
|N/A&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|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|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}}[[Chemistry#capsaicin|Capsaicin]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 2 per tick.&lt;br /&gt;
*Causes gasping.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPR|HPR]] 1&lt;br /&gt;
|{{:Chemical/Capsaicin}}&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}}[[Chemistry#concentratedcapsaicin|Concentrated Capsaicin]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 8 per tick.&lt;br /&gt;
* Causes gasping.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
*When applied topically, it instead knocks out the target, blurs vision, and blinds them.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPR|HPR]] 4&lt;br /&gt;
|{{:Chemical/Condensed Capsaicin}}&lt;br /&gt;
|2:5&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#coniine|Coniine]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you fall asleep.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#SDT|HYP]] 5&lt;br /&gt;
|{{:Chemical/Coniine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 25 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryptobiolin}}[[#cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|&lt;br /&gt;
*Used for making [[Chemistry#Spaceacillin|spaceacillin]].&lt;br /&gt;
|N/A&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;
|{{anchor|diethylamine}}[[#diethylamine|Diethylamine]]&lt;br /&gt;
|&lt;br /&gt;
*Fertilizer.&lt;br /&gt;
|N/A&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}}[[Chemistry#digoxin|Digoxin]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 heart damage per tick.&lt;br /&gt;
*Causes hair growth.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CDP|CDP]] 3&lt;br /&gt;
*[[Researcher#FLF|TRI]] 1&lt;br /&gt;
|{{:Chemical/Digoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*10.5&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 oxygen damage per tick.&lt;br /&gt;
* 25% chance of 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Applies a large amount of pain.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&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 per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&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;
|{{anchor|fertilizer}}[[#fertilizer|Fertilizer]]&lt;br /&gt;
|&lt;br /&gt;
*Usable as fertilizer for plants.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 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|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;
|{{: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]].&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|flashpowder}}[[#flashpowder|Flash Powder]]&lt;br /&gt;
|&lt;br /&gt;
*Creates a bright light that lasts for a while.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&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}}[[Cooking#coldsauce|Frost Oil]]&lt;br /&gt;
|&lt;br /&gt;
*Decreases body temperature by 12 per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPO|HPO]] 6&lt;br /&gt;
|{{:Chemical/Frost Oil}}&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|glycerol}}[[#glycerol|Glycerol]]&lt;br /&gt;
|&lt;br /&gt;
*Used for making [[Chemistry#Nitroglycerin|nitroglycerin]].&lt;br /&gt;
| N/A&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|hexamine}}[[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
*Used for explosives.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#foaming|Foaming]]|{{:Properties/Foaming}}}}&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}}[[Chemistry#macho|Macho]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 16 per tick.&lt;br /&gt;
*Causes gasping.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPR|HPR]] 8&lt;br /&gt;
|{{:Chemical/Macho Sauce}}&lt;br /&gt;
|1:1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 32 per tick.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&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 per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 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|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|TXC]] 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;
| &lt;br /&gt;
*30&lt;br /&gt;
*50&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|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|stabilizedmetallicfoam}}[[#stabilizedmetallicfoam|Stabilized Metallic Foam]]&lt;br /&gt;
|&lt;br /&gt;
*Used in flamethrowers to produce a metal foam flamethrower. Has a range of 6 tiles and spreads like the pyrotechnician specialists green flame sideways.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Stabilized Metallic Foam}}&lt;br /&gt;
|1:1&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 1 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|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;
|{{:Chemical/Virus Food}}&lt;br /&gt;
&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|virusfood}}[[Chemistry#xenogenic|Xenogenic]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 50 radiation damage per tick.&lt;br /&gt;
* Turns humans into xenos.&lt;br /&gt;
* Consumes 10u of blood per tick.&lt;br /&gt;
* Increases this chem&#039;s amount by 1 each tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#DDI|DDI]] 5&lt;br /&gt;
* [[Researcher#HST|HST]] 2&lt;br /&gt;
|{{:Chemical/Xenogenic}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 10&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* Consumes 20u of blood per tick.&lt;br /&gt;
* Increases this chem&#039;s by 4 each tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Inflicts nervousness.&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;
|{{anchor|ammoniumnitrate}}[[#ammoniumnitrate|Ammonium Nitrate]]&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;
|{{: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;
|[[#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;
|{{anchor|clf3}}[[#clf3|CLF3 (Chlorine Trifluoride )]]&lt;br /&gt;
|{{:Chemical/Chlorine Triflouride}}&lt;br /&gt;
|4:3&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;
|[[#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;
|{{anchor|cyclonite}}[[#cyclonite|Cyclonite]]&lt;br /&gt;
|{{:Chemical/Cyclonite}}&lt;br /&gt;
|2:1&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;
|[[#hexamine|Hexamine]]&lt;br /&gt;
|{{:Chemical/Hexamine}}&lt;br /&gt;
|5:3&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 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hcnapalm}}[[#hcnapalm|High-Combustion Napalm]]&lt;br /&gt;
|{{:Chemical/High-Combustion Napalm}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.8&lt;br /&gt;
|0.1&lt;br /&gt;
|0.5&lt;br /&gt;
|#742424 (dark red)&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;
|{{Anchor|ironphoridesulfate}}[[#ironphoridesulfate|Iron Phoride Sulfate]]&lt;br /&gt;
|{{:Chemical/Iron Phoride Sulfate}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.6&lt;br /&gt;
| -0.03&lt;br /&gt;
| -0.3&lt;br /&gt;
|#4b1f5e (dark purple)&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;
|[[#methane|Methane]]&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;
|[[#napalm|Napalm]]&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|nitroglycerin}}[[#nitroglycerin|Nitroglycerin]]&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|octogen}}[[#octogen|Octogen]]&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;
|[[#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;
|[[#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;
|[[#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;
|[[#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|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;
|{{anchor|stickynapalm}}[[#stickynapalm|Sticky Napalm]]&lt;br /&gt;
|{{:Chemical/Sticky Napalm}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.2&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5&lt;br /&gt;
|#f8e3b2 (barley white)&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;
|[[#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;
|[[#water|Water]]&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;
|[[#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;
&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>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemical/Chlorine_Triflouride&amp;diff=40230</id>
		<title>Chemical/Chlorine Triflouride</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemical/Chlorine_Triflouride&amp;diff=40230"/>
		<updated>2026-01-26T08:18:47Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Needs to have an amount of {{Tooltip|[[#water|Water]]|{{:Chemical/Water}}}} at least equal to the total amount of chlorine trifluoride that will be in the container after mixing.&amp;lt;/b&amp;gt; After mixing the water may be safely removed.&amp;lt;br&amp;gt; 1u {{Tooltip|[[#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&amp;lt;br&amp;gt;3u {{Tooltip|[[#fluorine|Fluorine]]|{{:Chemical/Flourine}}}}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Crusher&amp;diff=40225</id>
		<title>Crusher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Crusher&amp;diff=40225"/>
		<updated>2026-01-26T02:23:36Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Abilities */&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 = &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;
{{Autowiki/Content/XenoStats/Crusher}}&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 will absorb a good deal of damage incident on you.&amp;lt;br&amp;gt;&amp;lt;br&amp;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.&amp;lt;br&amp;gt;&amp;lt;br&amp;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.&amp;lt;br&amp;gt;&amp;lt;br&amp;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.&amp;lt;br&amp;gt;&amp;lt;br&amp;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.&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:#423042;&amp;quot; width=150|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&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 the cooldown of Charge and Defensive Shield by 1.5 second plus 0.5 seconds for every additional enemy hit.&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;
{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Charging.png]]&amp;lt;br&amp;gt;Charge&lt;br /&gt;
|Click on the tile you want to charge at. After a brief non cancel-able windup time, you charge at the tile you targeted bashing the first target in your path. Hitting an enemy with the charge reduces its cooldown by 0.5 seconds, deals 60 damage to the enemy, and throws them 3 tiles back, dealing an extra 22 armor-penetrating damage if they hit an obstacle.&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 knocks down all hostiles in range. If there is someone underneath you, they get crushed and take 65 damage to a random body part.&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;Defensive Shield&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 10 before processing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 20 Plasma, cooldown: 26 seconds.&lt;br /&gt;
{{Tail_Stab}}&lt;br /&gt;
&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:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&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. While charging, you slowly gain momentum, roaring when you reach maximum speed. You knock over any creature you run through, dealing minor damage to humans, and doing major damage to any barricade you collide with.&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 and deal 15 damage to a random part. This ability can be used while charging 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&#039;s Stomp, it does not knock down, but instead causes a screen-shake for any human in view. It also deals 75 damage to the chest of any human unfortunate enough to be under the charger, as well as 15 armor-penetrating damage to another random body part. &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 the target 3 tiles away. The fling itself deals no damage, but the target will take 22 armor-piercing damage if they hit something.&lt;br /&gt;
&lt;br /&gt;
Costs: 0 plasma, 10 seconds cooldown.&lt;br /&gt;
|}&lt;br /&gt;
{{Autowiki/Content/XenoStats/Charger_Crusher}}&lt;br /&gt;
&lt;br /&gt;
==Crusher Techniques==&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 [[Smartgunner|smartgunners]] or [[Weapons 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;
==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 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>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Outdated:_Reference:_Marine_Law&amp;diff=40168</id>
		<title>Outdated: Reference: Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Outdated:_Reference:_Marine_Law&amp;diff=40168"/>
		<updated>2026-01-16T12:02:47Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: MistChristmas moved page Marine law reference to Outdated: Reference: Marine Law: Shouldn&amp;#039;t pop up when people search for Marine Law over the actual marine law page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 |PrimaryColor = #ad8407&lt;br /&gt;
 |SecondaryColor = #ffffff00&lt;br /&gt;
 |HeaderContent = &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Outdated&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Image = Tech nuke.png&lt;br /&gt;
 |SubContent = This page/file has been designated as outdated. Refer to [[Marine Law]] for deconfliction, as this page is no longer maintained. To locate any other outdated pages/files head [[:Category:Outdated | here]].&lt;br /&gt;
 |Category1 = Outdated&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;United States Colonial Marines&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Uniform Code of Military Justice&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: gray&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This document serves as a quick-reference legal digest of the United States Colonial Marines Uniform Code of Military Justice. It is intended for citation, procedural guidance, and legal interpretation within the Area of Operations (AO) of all USCM vessels and installations. For formal citation, refer to section, subsection, and paragraph as per encoded format (e.g., &amp;quot;Section 5, B) 3)&amp;quot;). This reference guide retains full legal standing unless superseded by updated regulations or direct orders from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;CRITICAL CHANGE: APPEALS MUST BE CONDUCTED VIA APPEAL FORM PR301A&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 1 – General Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Definitions and Verbiage&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To ensure clarity within this document, certain terms are used for specific roles and procedures.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1) &amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Defined as a whitelisted USCM Commanding Officer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) All references to &amp;quot;Commanding Officer&amp;quot; apply only to whitelisted COs.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) These rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Refers to the current Commander of the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Includes Acting Commanders and successors within the Chain of Command.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) These rights are transferable to new Commanders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) In cases of temporary incapacity:&amp;lt;br /&amp;gt;&lt;br /&gt;
   - The next in command may act as &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt; alongside the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
   - Examples of temporary incapacity include:&amp;lt;br /&amp;gt;&lt;br /&gt;
    1) Communications offline and Commander is missing/unreachable.&amp;lt;br /&amp;gt;&lt;br /&gt;
    2) Commander has deployed into the field.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) In cases of permanent incapacity:&amp;lt;br /&amp;gt;&lt;br /&gt;
   - The next in command becomes the new Commander.&amp;lt;br /&amp;gt;&lt;br /&gt;
   - Examples include:&amp;lt;br /&amp;gt;&lt;br /&gt;
    1) Death beyond rescue.&amp;lt;br /&amp;gt;&lt;br /&gt;
    2) Arrest or removal due to mutiny.&amp;lt;br /&amp;gt;&lt;br /&gt;
    3) Communications lost and unlikely to be restored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) &amp;lt;b&amp;gt; Duty Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Highest-ranking available officer per the Chain of Command when the Commander is unavailable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Inherits Commander rights unless explicitly excluded.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Interchangeable with the Commander where appropriate.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) &amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Chief of Military Police.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Second highest authority in Marine Law in the AO.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Rights are non-transferable except where explicitly stated (e.g., to Warden or acting Warden).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) &amp;lt;b&amp;gt;MP (Military Police)&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Includes deputised XO’s, SO’s, or Synthetics enforcing Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) &amp;lt;b&amp;gt;Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Any person commissioned into the USCM.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) &amp;lt;b&amp;gt;Delegation and Appointments&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) If a specific role is unavailable, a specific person may be appointed following the Chain of Command.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Only the Commander may make such appointments.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8) &amp;lt;b&amp;gt;Lawful Arrest/Search&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Defined as an arrest/search following standing procedures and contextually appropriate conduct.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If suspects flee before intent is declared or doing so would be unsafe:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Verbal indication is not required prior to arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) It must be given as soon as feasible post-detainment.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 2 – Charges and Sentencing&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Charges System&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Charges are logged via the automated Jurisdictional Automated System (JAS).&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The JAS assigns brig timers based on charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Brig timers:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Cannot exceed 30 minutes unless:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) A Capital Crime has been committed.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) A new crime is committed while already jailed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) In the case of a Capital Crime committed in jail, the timer is escalated accordingly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Civilian Expectations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All USCM-employed personnel, including civilians (e.g., Corporate Liaison, Combat Correspondent), must follow Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Civilians are subordinate to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If applicable, the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 3 – Arrest Authorisation Rules&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Special Role Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May only be arrested with approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;High Command&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May only be arrested with approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt; holds final authority in these matters.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Cannot authorise arrests of MPs or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 4 – Accessory and Conspiracy&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Aiding, Abetting, and Conspiring&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Assisting others in committing a crime, whether directly or indirectly, includes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Providing material help.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Encouraging or bribing someone to commit a crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Conspiring or attempting a crime.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Such acts are punished as if the individual committed the original crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Section 5 – Spirit of the Law&amp;lt;/b&amp;gt;  ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Interpretation&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The laws written are to be applied by their spirit and not solely by literal wording.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) In the event of disagreement on edge cases, the Marine Law rank structure must be followed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) MP&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 6 – Non-Judicial Punishments (NJPs)&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Authority and Applicability&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MP’s or SEA may issue NJPs for Minor Crimes as an alternative to arrest or brig time.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) NJPs may not be issued to individuals the issuer could not otherwise arrest:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This includes the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, MP, SEA, etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Consent and Consequences&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Refusal of an NJP results in serving the original charge or a default 10-minute brig sentence.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Accepting an NJP waives the right to appeal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Compliance and Limitations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Failure to comply with an &amp;lt;u&amp;gt;accepted&amp;lt;/u&amp;gt; NJP results in a resisting arrest charge in addition to the original sentence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply if the subject made a legitimate attempt to comply.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) NJPs are a one-time offer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Refusal eliminates the option to accept it for the same charge in the future.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The decision to offer or deny an NJP cannot be overridden by higher-ranking MPs.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) NJPs can be issued to individuals in a cell only if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their total sentence is 10 minutes or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The charge is not a major crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) They did not previously refuse the NJP for the same charge.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 i) Re-offering an NJP after refusal is not permitted.&amp;lt;br /&amp;gt;&lt;br /&gt;
 ii) A superior may proactively forbid NJP offers to incarcerated persons on a case-by-case basis.&amp;lt;br /&amp;gt;&lt;br /&gt;
  - This must be done beforehand and not retroactively.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) The NJP cannot take longer than the remaining brig timer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply to NJPs assigned for new charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) In Officer Ordered Arrests:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may choose to apply an NJP instead of the original charge.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Further Information&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) NJPs may include reprimands, PT, extra duties, or reassignment to a new post.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) They must not endanger the marine’s health.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) NJPs may not exceed the length of the original brig timer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Maximum NJP duration is 10 minutes if no timer is assigned.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Orders to perform tasks outside one’s duties, when punishment-related, count as NJPs.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) These require a named criminal offense.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The exception is the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;’s NJP directive.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 7 – Military Police and Lawbreaking&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Violations by MPs&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MPs breaking Marine Law is a serious offense.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Upon arrest of an MP for such violations:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They must be charged with Neglect of Duty in addition to the original charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This does not upgrade a minor crime to a major one.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeal and Removal&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If an appeal or pardon is denied:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The MP is removed from law enforcement duty.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If no appeal or pardon is requested, denial is assumed by default.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) In Minor Crimes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Demotion is at the discretion of:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; if the above are unavailable&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) These decisions cannot be altered.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Reassignment&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Enlisted MPs are to serve in squad roles or other shipboard duties.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This is subject to approval by the appropriate Head of Department or direct assignment by the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Officer MPs are to be assigned to CIC roles unless dismissed by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for other duties.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 8 – Application of Marine Law&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Jurisdiction&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The UCMJ applies to all personnel in the vicinity of a USCM Operation or aboard a USCM ship, including:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) UPP, Freelancers, PMC’s, other factions and organisations&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Exceptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Specially dispatched officials from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Diplomatically Immune Company Executives (not the onboard Liaison)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Riot MP ERTs are subject to Marine Law and function as standard MPs.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) USCM Flag Officers (O7 or above):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Are presumed immune to Marine Law unless stated otherwise.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May still be reported to their superiors or faxed about.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Law Enforcement Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) On USCM ships and operations, the law is enforced by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Military Police&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) MPs operate independently of the standard command structure in matters relating to law enforcement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; of the Almayer has final authority on law enforcement unless overruled by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is the second highest authority in law enforcement:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May perform arrests&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Administers the brig&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Ensures proper record keeping and timer setting&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Reviews evidence and case validity&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) MP Discretion and Conduct&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MPs may ignore Minor Crimes at their discretion unless ordered to act.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) MPs may never commit crimes themselves, regardless of severity.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs cannot be forced to ignore Minor Crimes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs breaking Marine Law cannot be ignored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Preservation of Life&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If life or limb is at risk, personnel may act outside Marine Law to preserve life.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) These actions must be reasonable under the circumstances.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Examples of acceptable violations:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Entering a restricted room to save someone in danger&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Breaking barriers (window, door, wall) to assist a dying or mortally wounded individual&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Abuse of this principle may result in:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Action by &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Punishments including Execution or pay docking&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 9 – Lawful Orders&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Duty to Obey&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Personnel must follow all lawful orders from superiors.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Personnel are NOT required to follow unlawful orders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Unlawful Orders&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Defined as any order that would result in a breach of Marine Law if carried out.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Refusal to follow an unlawful order must be justified by the subordinate with reasoning.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Giving an unlawful order with malicious intent, or an order that is followed, results in:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The order-giver receiving the same punishment as the person who carried it out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Punitive orders that cause Neglect of Duty are unlawful unless part of an NJP.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Example: “Stand here for 10 minutes,” “Run laps around the hangar,” etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 10 – Officer Ordered Arrests&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arrest Directives&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If a Commissioned Officer orders an arrest for a crime, MPs MUST comply.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Only the following may order the arrest of an MP:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may NOT give this order&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The suspect may be held for 10 minutes post-brig arrival while evidence is gathered.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If the suspect is proven innocent, the officer who requested the arrest may be charged with Prevarication.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Any crimes committed during the arrest must still be sentenced.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) NJP in Officer Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may issue an NJP instead of a brig timer for minor charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If an NJP was offered and refused previously, it may not be offered again for the same charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Order Requirements&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The officer must clearly express the intention for the suspect to be arrested for it to be enforced.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The arrest order may be rescinded by the officer any time before detainment.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) An officer may not order the arrest of a superior in rank.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 11 – Vicarious Prosecution&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Victim&#039;s Rights&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) In all cases excluding capital crimes, grievous bodily harm, or Neglect of Duty:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The victim of a perceived crime may drop charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs or prosecutors must then release the defendant.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Continuing prosecution or detaining after charges are dropped constitutes Prevarication.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The defendant may be held for no more than five minutes during this time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeals to Arrest&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Within the five-minute window, MPs must contact the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; if they seek to continue the arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If no appeal is sent, or if no reply is received within three minutes of submission:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The defendant must be released.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Continued detainment is unlawful.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 12 – Arrest Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arresting a Suspect&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The standard arrest procedure is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Inform the suspect they are under arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Take down the suspect if they resist and securely restrain them.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Move the suspect to the brig.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Inform the suspect of their charges before the brig timer starts.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Inform the suspect they may file an appeal if they wish.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Lethal Force&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Lethal force may be authorised by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) When responding to emergencies such as mutinies, boardings, or suspects using lethal weapons&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If non-lethal weaponry is unavailable, an MP may use lethal force if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The suspect is a threat to the crew or the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Lethal force must cease once the suspect no longer presents harm.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Rules of engagement for lethal force:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A detained and securely restrained suspect is under MP custody and must not be harmed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; are unresponsive or incapacitated, MPs may use lethals freely during Code Red or higher.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Lethals may be used immediately if non-lethals are ineffective (e.g., against rogue synthetics).&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Lethal force is a last resort.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The synthetic must be given a chance to surrender.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) After takedown, synthetics must be repaired and revived in secure custody.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iv) They should be released after serving their sentence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Field Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Field arrests are limited to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The FOB&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Dropships&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Other secure areas&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If in “hot pursuit,” MPs may pursue fleeing suspects outside secure zones.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If hostiles are nearby, the arrest must be aborted and relocated to a secure area.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) MPs may move between secure zones but must not conduct arrests in transit.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Arrested persons must be transported safely.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During boarding situations (e.g., Delta Alert), arrests are only permitted if the individual presents danger to the Almayer or its personnel.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) If arresting shipside crew on authorised deployment:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The relevant Head of Department must be informed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) In their absence, the acting Commander Officer (aCO) must be informed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A replacement should be arranged where possible, with a delay no longer than five minutes.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 13 – Search Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Personnel Searches&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) May be conducted by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Military Police personnel&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be approved by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 b) If waiting causes further hazard to personnel or ship, retroactive approval is acceptable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Witnessing a crime allows post-arrest search approval.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Procedure:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Inform the subject of the search and the reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Conduct the search in an isolated or brig area to prevent theft.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Confiscate illegal items; use non-lethal force if necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Secure confiscated items until search completion.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) If unable, request another MP transport them to Evidence Storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) If items justify brig time, follow Detainment and Brig procedures.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Otherwise, release the subject.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Return unnecessary evidence to Requisitions.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Improper search procedure may result in a Neglect of Duty charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Searches do not qualify for Prevarication charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Area Searches&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Area searches must be approved by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) In emergencies, approval may be obtained after the search.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Procedure:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Announce the intent to search and vacate unrelated personnel.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Inform responsible parties onsite of the reason for the search.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Obtain access to the area; if none are present, trained personnel may override access controls.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Conduct the search, collect, and secure evidence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Restore the area to its prior state as best as possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Reopen the area to normal use.&amp;lt;br /&amp;gt;&lt;br /&gt;
 g) Bring all evidence to the brig for processing.&amp;lt;br /&amp;gt;&lt;br /&gt;
 h) Return unused evidence to Requisitions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 14 – Detainment and Brig Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Timer Policy&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If a prisoner is removed from their cell for any reason:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their timer is PAUSED.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Time outside the cell does not count toward sentence completion.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Exception:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) If the timer has started and processing is not yet complete, this time DOES count.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Brigging Checklist&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To properly brig a prisoner, the following steps must be followed (in any order):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Set charges and print the timer from JAS.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Insert the charge sheet into the cell timer panel and activate it.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Dress the prisoner in an orange uniform and shoes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Provide a standard headset.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Remove their ID if possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Escort the prisoner into the cell, buckle them to the bed, flash/stun, recover cuffs, and exit the cell.&amp;lt;br /&amp;gt;&lt;br /&gt;
 g) Search belongings for contraband.&amp;lt;br /&amp;gt;&lt;br /&gt;
 h) Update records with &amp;quot;Prisoner&amp;quot; status, charges, and sentence time.&amp;lt;br /&amp;gt;&lt;br /&gt;
 i) Once time is served, return belongings, escort them out, and update record to “Released.”&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) SSD Prisoners&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If SSD at sentence end:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Redress them, secure pouches, place in Brig Cryo.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If SSD over 5 minutes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May be cryoed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If they return, they must serve remaining time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 15 – Demotions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Conditions for Demotion&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Demotions may only occur when explicitly listed as a possible consequence of a crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Permission must be granted by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The relevant Head of Department of the arrested person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If they are a Head of Department, approval must come from the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Demotion Outcomes&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The demoted individual is reassigned to a lower position within their department.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If no such position exists:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They are reassigned to a rifleman role.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Riflemen being demoted:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Are discharged and become civilian passengers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Demoted MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May be reassigned to any shipside department if:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They have relevant skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The department head grants permission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Commanding Officer Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; has special authority:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May authorise demotions or discharges beyond explicit punishment listings.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) [&amp;lt;a href=&amp;quot;https://cm-ss13.com/wiki/Marine_Law#Demotion_Clause&amp;quot;&amp;gt;Demotion Clause Reference&amp;lt;/a&amp;gt;]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 16 – Executions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Execution Criteria&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) May only be performed if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The prisoner committed a crime with execution as a punishment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner’s brig timer exceeds one hour (permanent confinement).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Authorisation must come from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) OR BOTH the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; and the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (or Warden if no &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Permanent prisoners may be executed later if Alert is Red or Delta.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officers&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; cannot authorise executions.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Emergency Circumstances&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) During Delta Alert or threats mandating evacuation:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Standard procedures may be ignored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Execution Announcement Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) An announcement must be made ship-wide by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) OR the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Announcement must state:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Intent to execute.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Method of execution.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Approved methods:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Firing Squad – by MPs or the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Lethal Injection – by the CMO.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Restrictions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Only standard firearms may be used (rifles, sidearms, shotguns).&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) No explosives or cruel weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may allow others to join firing line (victims only).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Execution Conduct Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The Condemned may request:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) One tobacco product.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) One food item.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) One drink.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) A blindfold.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Up to 3 observers from the designated viewing room.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Required presence:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or Warden (in their absence).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Final words:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be permitted before execution.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May use radio even if previously confiscated.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If final requests take more than 2 minutes, execution proceeds.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 17 – Prisoner Rights&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Fundamental Rights&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners have the following rights, which cannot be denied except in extreme situations with authorisation from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Prisoners may fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Request restoration of denied rights.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Report malpractice.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) All rights are protected except &amp;quot;Access to a Radio,&amp;quot; which may be revoked if necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) The Courtyard (Common Space)&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All prisoners are permitted access to the courtyard/common space by default.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Exceptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Permanently brigged prisoners do not have this right by default.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) They may be granted courtyard access with escort as a reward for good behaviour.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) This right may be revoked in the following scenarios:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) During mutinies, riots, or emergency situations.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During or after active jailbreak attempts.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If the prisoner commits a crime while in the brig.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) This right can be restored by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Protection and Medical Treatment&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All prisoners must be kept safe and unharmed.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) While any prisoner is brigged:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must remain in the brig at all times.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Exception: if all prisoners are permanently confined or during an Emergency Situation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Treatment Guidelines:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Medical treatment should occur inside the brig when possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The arresting MP must ensure someone is present in the brig to supervise prisoners.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The Surgical Tray must remain in the brig unless Red/Delta Alert is active.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If infirmary treatment is required:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP must escort the prisoner and monitor them throughout treatment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If self-harm is detected, a straitjacket may be used for the sentence duration.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Access to a Radio&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners are entitled to a standard headset unless they abuse it.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Abuse includes excessive spam, repeated help calls after being told to stop, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Process for radio removal:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A warning must be issued explaining the abuse.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner must be given a chance to stop before denial.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Additional Conditions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Prisoners may request an appeal without limitation.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During a mutiny, radios may be denied, but only for the duration of the event.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 18 – Right to Appeal&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Appeal Process&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) An appeal allows a case to be reviewed by a higher authority.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Appeals are for error correction only.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may NOT be used to add new charges or increase punishment once the brig timer is set.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeal Timing&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Appeals must be handled in a timely manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The specific process and timeline for submitting and reviewing appeals continues in the next section...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Appeal Rights and Responsibilities&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All personnel under Marine Law jurisdiction have the right to appeal their punishment to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Either may designate another to handle the appeal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) If the appeal involves either the Chief MP or Commander, they must delegate to an uninvolved MP or Commissioned Officer.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) The Appeal Handler has final authority over the appeal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Individuals involved in the arrest, charge selection, or sentencing should not handle the appeal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Appeal Handler Powers:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Confirm charge validity.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Modify a charge to a lesser charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Reduce punishment to the minimum for the charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Remove invalid or incorrect charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Charges cannot be removed if guilt is clear.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Appeal Timeline:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Once a prisoner requests an appeal, they must be given a PR301a Appeal Form within 5 minutes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Upon form completion, the Appeal Handler must attend and begin review within 5 minutes.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Neglect of Duty applies if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; fails to respond to a valid appeal request.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) Appeals must be handled before:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Executions&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Demotions&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) NJPs&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Brig timers run during appeal process unless the punishment has no brig sentence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) Appeals cannot modify punishments unrelated to the charges being appealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Marines may be held in custody pending appeal for non-brig sentences.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Suspending Appeals&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Appeal rights may be suspended during:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Delta Alert&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Threats requiring evacuation&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Hostile boarding or threats approaching the ship&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Riots or jailbreaks&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Appeals may be postponed if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The marine is unconscious and requires medical treatment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Another appeal was requested earlier and is unresolved.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The marine is unreachable (e.g., escaped).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Invalid reasons to postpone appeals include:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; being busy.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner being ruled insane.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Proper Appeal Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To ensure proper and fair appeals, follow these steps:&amp;lt;br /&amp;gt;&lt;br /&gt;
1) List all charges with associated punishments (done by MP or Appeal Handler).&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Appeals must be conducted in person (excluding remote witness testimony).&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Appeals MUST be handled via a PR301a Appeal Form.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If charges are incorrectly applied, they must be removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Appeals may not add new charges or increase punishment after brig timer is set.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Outcomes should be determined per individual charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) General responses to the appeal are not acceptable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Final punishment should reflect remaining charges only.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) The Appeal Handler makes the final decision.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may not be ordered or forced to rule a certain way.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Retaliation for handling or ruling on an appeal is prohibited.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Exception: If appeal procedure is violated, a Neglect of Duty charge may apply.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;F) Appeals Checklist&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended steps for Appeal Handlers:&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Are you physically present with the accused?&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Have the charges and punishments been clearly stated?&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Have you heard the accuser’s account?&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Have you heard witness testimony?&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Have you heard the accused’s account?&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Have you examined additional evidence?&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Does the evidence support the charges and testimonies?&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Have mitigating circumstances been considered?&amp;lt;br /&amp;gt;&lt;br /&gt;
9) Have you reached a decision?&amp;lt;br /&amp;gt;&lt;br /&gt;
10) Have you informed the accused of the outcome for each charge?&amp;lt;br /&amp;gt;&lt;br /&gt;
11) Have you adjusted the prisoner’s punishment accordingly?&amp;lt;br /&amp;gt;&lt;br /&gt;
12) Have you informed the prisoner of their right to fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for an additional appeal?&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;G) Appeals to the Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners may appeal to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; after a standard appeal is denied, or instead of using the standard appeal process.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If the prisoner faces execution:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; has 10 minutes to reply.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If no response is received, the execution may proceed.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If this appeal is used instead of a standard one:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Expiry of the reply window counts as denial.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Prisoners invoking this right must be given:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A pen and paper to write a fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If restrained, they may dictate the fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The fax must be transmitted as soon as possible.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) This right may be suspended during:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Delta Alert&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Evacuation events&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Hostile approach or boarding&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 19 – Special Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Medical Experiments&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Individuals may waive their rights to participate in medical experiments.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Researchers performing approved experiments are not liable for harm within approved parameters.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) All experiments require signed approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (not the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;), or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Chief Medical Officer (CMO).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Prisoners may request to participate as subjects.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their timer continues running during participation.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If their timer ends during the experiment, they are free to leave.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Experiments resulting in prisoner death are only allowed if execution was otherwise legal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Insanity&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Defined as a state of mind preventing understanding or lawful responsibility.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Can only be declared by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The CMO, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A Synthetic (who cannot be forced to make this declaration).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If no CMO or Synthetic is available:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may appoint a qualified medical officer to evaluate.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This should only be done as a last resort.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Mutinies and Arresting the Commander&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Attempting to overthrow legitimate command is illegal.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) MPs must seek approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; before taking action against the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If no CO is present, the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may be arrested, but &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be notified after the fact.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If a mutiny is successful:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The deposed &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be held to avoid reigniting conflict.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; next in line may be bypassed if in doubt.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Self-Defense and Defense of Others&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) No charges shall apply for reasonable, proportional force used in self-defence or to defend others in danger.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Lawful executions are not covered by this provision.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Proportional Force Examples:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Fist against fist&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Melee weapon against melee weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Gun against gun&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Lethal force may be used until the attacker is unable to continue.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Defenders must notify MPs or command.&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Victims should attempt to flee and alert MPs when possible.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Emergency Situations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) During severe emergencies (e.g., boarding, compromised brig):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Non-violent prisoners (minor or major crimes) may be released by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Violent or capital crime prisoners should not be released unless absolutely necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Prisoners must be evaluated on an individual basis for risk and behaviour.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not require face-to-face evaluation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Dangerous prisoners should be:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Escorted to an escape pod by a Commissioned Officer or MP.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Kept under supervision for crew safety.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) A normal Red Alert is NOT sufficient reason for prisoner release.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Release only applies when the ship is overrun or evacuation is required.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 20 – Synthetic Units and Marine Law&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) The Almayer Synthetics&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Almayer Synthetics cannot break Marine Law and cannot be arrested without:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; via fax.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Almayer Synthetics have equal rights and privileges to marines.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If MPs believe a Synthetic has broken Marine Law:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The incident must be faxed to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Synthetic Council&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; will review the case.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If an Officer orders a Synthetic’s arrest:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must refuse the order.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Officer must fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for approval.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Synthetic units not part of the USCM do not receive arrest immunity.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Survivor Synthetics&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) W-Y Synths (Colony Synths) have similar rights to Almayer Synths.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Their arrest may be ordered by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) No need to fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) These synths are protected by Marine Law as though they are Almayer Synths.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If a survivor synth acts subversively (e.g., stealing high-value items, deconstructing defences):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may be declared rogue by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The CO&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The XO&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) The current acting &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Once declared rogue:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They lose all protection.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) They may be neutralised.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; cannot declare a synthetic as rogue.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 21 – Commanding Officer Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arrest Immunity&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is not exempt from Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) However, they may not be arrested without explicit approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; breaks Marine Law:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be contacted via fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This right to fax may not be denied.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is deposed due to mutiny:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must confine them if their freedom risks further conflict.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) They lose immunity and are no longer considered &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Execution Privileges&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may perform Battlefield Executions (BEs) without warning or procedure.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply to those in MP custody.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Executions must be done personally and without collateral damage.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Grounds for Battlefield Execution:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A threat to command through illegal undermining or removal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A threat to persons, especially in the CO&#039;s presence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A threat to the ship or operation in the CO’s presence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Restrictions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) BEs must be individual and in-person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Orbital Cannon and indirect methods are prohibited.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) An announcement must follow the execution, stating the reason and name.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) BEs may not be performed on prisoners unless standard execution is impossible (e.g., Delta Alert).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Alternative execution methods may be requested to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; during emergencies.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Escort Missions&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may request escorts:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Up to two MPs to guard the CO personally on the frontlines.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Unlimited MPs to escort non-combat personnel planetside (must avoid frontline).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Escort Procedures:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must focus solely on protection, not Marine Law enforcement.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs must stay within line of sight of the escorted person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) MPs may not leave line of sight even by order of the escorted individual.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Security Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A minimum of one MP must remain on the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; defines what is needed to maintain security.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If this is not upheld, the decision may be reviewed by the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must remain onboard and may count as the required MP.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If the escorted individual is incapacitated:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The MPs must attempt recovery.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If not possible, they must return shipside.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Pardons&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may pardon Minor and Major crimes.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Capital crimes may only be pardoned with permission from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Appeals:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or an MP may appeal the pardon via fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is responsible for further actions committed by the pardoned.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; overturns the pardon, the CO must ensure re-arrest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Process:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The CO must know the crimes and their timing.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A public announcement must be made including:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Name of the marine&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Crimes pardoned&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Reason for pardon&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The CO need not be physically present for the release.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Cancelling Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The CO may cancel an arrest or warrant before the subject is brigged.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Follows the same procedure as a regular pardon.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be announced via tablet or computer (post-order acceptable).&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Subject to appeal by &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) CO assumes full responsibility for further actions.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) If reoffended, MPs may request CO’s arrest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Conditions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) CO must be in the same general area as the subject.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May not pardon active crimes, resistors, or already brigged persons.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) May not cancel &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;-ordered arrests.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;F) Demotion Clause&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may demote or discharge any subordinate USCM personnel for a major crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Demotion must be department-appropriate and proportionate.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) This is separate from standard Marine Law Demotion punishments.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;G) General Article NJPs&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may issue NJPs at any time for behavior deemed inappropriate or contrary to good order.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) No specific crime needs to be committed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Examples: unprofessional conduct, unsatisfactory job performance, failure to uphold standards.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;H) Deputizing&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may deputize the following in absence of MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Executive Officer&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Auxiliary Support Officer&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Staff Officers&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Synthetic Units&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Deputized personnel may:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Make arrests&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Enforce Marine Law&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Must follow Marine Law procedures like MPs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 22 – USCM Provost Marshal Office&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) The Provost&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Members of the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; hold significant authority regarding the interpretation and enforcement of Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If Marine Law is being mishandled aboard a USCM vessel or within its Area of Operations (AO):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may dispatch a Provost Team.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This team may include:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) A single Inspector and their escort.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) A full team of Provost Enforcers.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Their purpose is to enforce law and discipline.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Members of the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Obey only their direct superiors within the Provost Office.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Are not subject to the USCM Chain of Command.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Role Definitions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Provost Inspectors and above are the final authority on Marine Law within their AO.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Provost Advisors do not hold direct authority.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They are expected to ensure Marine Law is properly followed and advise others.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Provost Marshals are exempt from Marine Law, excluding the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They must announce Battlefield Executions publicly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Contact Information&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Marine Law is currently overseen by:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Provost Chief Marshal Ferdinand Dome&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Contact:&amp;lt;/b&amp;gt; “forest2001” on the USCM Galactic Discord Server.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Outdated:_Reference:_Marine_Law&amp;diff=40167</id>
		<title>Outdated: Reference: Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Outdated:_Reference:_Marine_Law&amp;diff=40167"/>
		<updated>2026-01-16T11:56:23Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 |PrimaryColor = #ad8407&lt;br /&gt;
 |SecondaryColor = #ffffff00&lt;br /&gt;
 |HeaderContent = &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Outdated&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Image = Tech nuke.png&lt;br /&gt;
 |SubContent = This page/file has been designated as outdated. Refer to [[Marine Law]] for deconfliction, as this page is no longer maintained. To locate any other outdated pages/files head [[:Category:Outdated | here]].&lt;br /&gt;
 |Category1 = Outdated&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;United States Colonial Marines&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Uniform Code of Military Justice&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: gray&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This document serves as a quick-reference legal digest of the United States Colonial Marines Uniform Code of Military Justice. It is intended for citation, procedural guidance, and legal interpretation within the Area of Operations (AO) of all USCM vessels and installations. For formal citation, refer to section, subsection, and paragraph as per encoded format (e.g., &amp;quot;Section 5, B) 3)&amp;quot;). This reference guide retains full legal standing unless superseded by updated regulations or direct orders from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;CRITICAL CHANGE: APPEALS MUST BE CONDUCTED VIA APPEAL FORM PR301A&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 1 – General Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Definitions and Verbiage&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To ensure clarity within this document, certain terms are used for specific roles and procedures.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1) &amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Defined as a whitelisted USCM Commanding Officer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) All references to &amp;quot;Commanding Officer&amp;quot; apply only to whitelisted COs.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) These rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Refers to the current Commander of the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Includes Acting Commanders and successors within the Chain of Command.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) These rights are transferable to new Commanders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) In cases of temporary incapacity:&amp;lt;br /&amp;gt;&lt;br /&gt;
   - The next in command may act as &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt; alongside the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
   - Examples of temporary incapacity include:&amp;lt;br /&amp;gt;&lt;br /&gt;
    1) Communications offline and Commander is missing/unreachable.&amp;lt;br /&amp;gt;&lt;br /&gt;
    2) Commander has deployed into the field.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) In cases of permanent incapacity:&amp;lt;br /&amp;gt;&lt;br /&gt;
   - The next in command becomes the new Commander.&amp;lt;br /&amp;gt;&lt;br /&gt;
   - Examples include:&amp;lt;br /&amp;gt;&lt;br /&gt;
    1) Death beyond rescue.&amp;lt;br /&amp;gt;&lt;br /&gt;
    2) Arrest or removal due to mutiny.&amp;lt;br /&amp;gt;&lt;br /&gt;
    3) Communications lost and unlikely to be restored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) &amp;lt;b&amp;gt; Duty Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Highest-ranking available officer per the Chain of Command when the Commander is unavailable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Inherits Commander rights unless explicitly excluded.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Interchangeable with the Commander where appropriate.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) &amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Chief of Military Police.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Second highest authority in Marine Law in the AO.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Rights are non-transferable except where explicitly stated (e.g., to Warden or acting Warden).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) &amp;lt;b&amp;gt;MP (Military Police)&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Includes deputised XO’s, SO’s, or Synthetics enforcing Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) &amp;lt;b&amp;gt;Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Any person commissioned into the USCM.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) &amp;lt;b&amp;gt;Delegation and Appointments&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) If a specific role is unavailable, a specific person may be appointed following the Chain of Command.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Only the Commander may make such appointments.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8) &amp;lt;b&amp;gt;Lawful Arrest/Search&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Defined as an arrest/search following standing procedures and contextually appropriate conduct.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If suspects flee before intent is declared or doing so would be unsafe:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Verbal indication is not required prior to arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) It must be given as soon as feasible post-detainment.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 2 – Charges and Sentencing&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Charges System&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Charges are logged via the automated Jurisdictional Automated System (JAS).&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The JAS assigns brig timers based on charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Brig timers:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Cannot exceed 30 minutes unless:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) A Capital Crime has been committed.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) A new crime is committed while already jailed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) In the case of a Capital Crime committed in jail, the timer is escalated accordingly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Civilian Expectations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All USCM-employed personnel, including civilians (e.g., Corporate Liaison, Combat Correspondent), must follow Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Civilians are subordinate to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If applicable, the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 3 – Arrest Authorisation Rules&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Special Role Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May only be arrested with approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;High Command&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May only be arrested with approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt; holds final authority in these matters.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Cannot authorise arrests of MPs or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 4 – Accessory and Conspiracy&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Aiding, Abetting, and Conspiring&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Assisting others in committing a crime, whether directly or indirectly, includes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Providing material help.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Encouraging or bribing someone to commit a crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Conspiring or attempting a crime.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Such acts are punished as if the individual committed the original crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Section 5 – Spirit of the Law&amp;lt;/b&amp;gt;  ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Interpretation&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The laws written are to be applied by their spirit and not solely by literal wording.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) In the event of disagreement on edge cases, the Marine Law rank structure must be followed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) MP&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 6 – Non-Judicial Punishments (NJPs)&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Authority and Applicability&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MP’s or SEA may issue NJPs for Minor Crimes as an alternative to arrest or brig time.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) NJPs may not be issued to individuals the issuer could not otherwise arrest:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This includes the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, MP, SEA, etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Consent and Consequences&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Refusal of an NJP results in serving the original charge or a default 10-minute brig sentence.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Accepting an NJP waives the right to appeal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Compliance and Limitations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Failure to comply with an &amp;lt;u&amp;gt;accepted&amp;lt;/u&amp;gt; NJP results in a resisting arrest charge in addition to the original sentence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply if the subject made a legitimate attempt to comply.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) NJPs are a one-time offer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Refusal eliminates the option to accept it for the same charge in the future.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The decision to offer or deny an NJP cannot be overridden by higher-ranking MPs.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) NJPs can be issued to individuals in a cell only if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their total sentence is 10 minutes or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The charge is not a major crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) They did not previously refuse the NJP for the same charge.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 i) Re-offering an NJP after refusal is not permitted.&amp;lt;br /&amp;gt;&lt;br /&gt;
 ii) A superior may proactively forbid NJP offers to incarcerated persons on a case-by-case basis.&amp;lt;br /&amp;gt;&lt;br /&gt;
  - This must be done beforehand and not retroactively.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) The NJP cannot take longer than the remaining brig timer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply to NJPs assigned for new charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) In Officer Ordered Arrests:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may choose to apply an NJP instead of the original charge.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Further Information&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) NJPs may include reprimands, PT, extra duties, or reassignment to a new post.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) They must not endanger the marine’s health.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) NJPs may not exceed the length of the original brig timer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Maximum NJP duration is 10 minutes if no timer is assigned.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Orders to perform tasks outside one’s duties, when punishment-related, count as NJPs.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) These require a named criminal offense.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The exception is the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;’s NJP directive.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 7 – Military Police and Lawbreaking&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Violations by MPs&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MPs breaking Marine Law is a serious offense.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Upon arrest of an MP for such violations:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They must be charged with Neglect of Duty in addition to the original charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This does not upgrade a minor crime to a major one.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeal and Removal&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If an appeal or pardon is denied:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The MP is removed from law enforcement duty.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If no appeal or pardon is requested, denial is assumed by default.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) In Minor Crimes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Demotion is at the discretion of:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; if the above are unavailable&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) These decisions cannot be altered.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Reassignment&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Enlisted MPs are to serve in squad roles or other shipboard duties.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This is subject to approval by the appropriate Head of Department or direct assignment by the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Officer MPs are to be assigned to CIC roles unless dismissed by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for other duties.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 8 – Application of Marine Law&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Jurisdiction&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The UCMJ applies to all personnel in the vicinity of a USCM Operation or aboard a USCM ship, including:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) UPP, Freelancers, PMC’s, other factions and organisations&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Exceptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Specially dispatched officials from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Diplomatically Immune Company Executives (not the onboard Liaison)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Riot MP ERTs are subject to Marine Law and function as standard MPs.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) USCM Flag Officers (O7 or above):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Are presumed immune to Marine Law unless stated otherwise.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May still be reported to their superiors or faxed about.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Law Enforcement Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) On USCM ships and operations, the law is enforced by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Military Police&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) MPs operate independently of the standard command structure in matters relating to law enforcement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; of the Almayer has final authority on law enforcement unless overruled by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is the second highest authority in law enforcement:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May perform arrests&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Administers the brig&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Ensures proper record keeping and timer setting&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Reviews evidence and case validity&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) MP Discretion and Conduct&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MPs may ignore Minor Crimes at their discretion unless ordered to act.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) MPs may never commit crimes themselves, regardless of severity.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs cannot be forced to ignore Minor Crimes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs breaking Marine Law cannot be ignored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Preservation of Life&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If life or limb is at risk, personnel may act outside Marine Law to preserve life.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) These actions must be reasonable under the circumstances.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Examples of acceptable violations:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Entering a restricted room to save someone in danger&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Breaking barriers (window, door, wall) to assist a dying or mortally wounded individual&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Abuse of this principle may result in:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Action by &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Punishments including Execution or pay docking&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 9 – Lawful Orders&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Duty to Obey&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Personnel must follow all lawful orders from superiors.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Personnel are NOT required to follow unlawful orders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Unlawful Orders&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Defined as any order that would result in a breach of Marine Law if carried out.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Refusal to follow an unlawful order must be justified by the subordinate with reasoning.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Giving an unlawful order with malicious intent, or an order that is followed, results in:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The order-giver receiving the same punishment as the person who carried it out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Punitive orders that cause Neglect of Duty are unlawful unless part of an NJP.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Example: “Stand here for 10 minutes,” “Run laps around the hangar,” etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 10 – Officer Ordered Arrests&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arrest Directives&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If a Commissioned Officer orders an arrest for a crime, MPs MUST comply.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Only the following may order the arrest of an MP:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may NOT give this order&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The suspect may be held for 10 minutes post-brig arrival while evidence is gathered.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If the suspect is proven innocent, the officer who requested the arrest may be charged with Prevarication.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Any crimes committed during the arrest must still be sentenced.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) NJP in Officer Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may issue an NJP instead of a brig timer for minor charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If an NJP was offered and refused previously, it may not be offered again for the same charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Order Requirements&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The officer must clearly express the intention for the suspect to be arrested for it to be enforced.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The arrest order may be rescinded by the officer any time before detainment.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) An officer may not order the arrest of a superior in rank.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 11 – Vicarious Prosecution&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Victim&#039;s Rights&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) In all cases excluding capital crimes, grievous bodily harm, or Neglect of Duty:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The victim of a perceived crime may drop charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs or prosecutors must then release the defendant.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Continuing prosecution or detaining after charges are dropped constitutes Prevarication.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The defendant may be held for no more than five minutes during this time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeals to Arrest&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Within the five-minute window, MPs must contact the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; if they seek to continue the arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If no appeal is sent, or if no reply is received within three minutes of submission:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The defendant must be released.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Continued detainment is unlawful.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 12 – Arrest Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arresting a Suspect&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The standard arrest procedure is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Inform the suspect they are under arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Take down the suspect if they resist and securely restrain them.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Move the suspect to the brig.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Inform the suspect of their charges before the brig timer starts.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Inform the suspect they may file an appeal if they wish.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Lethal Force&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Lethal force may be authorised by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) When responding to emergencies such as mutinies, boardings, or suspects using lethal weapons&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If non-lethal weaponry is unavailable, an MP may use lethal force if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The suspect is a threat to the crew or the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Lethal force must cease once the suspect no longer presents harm.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Rules of engagement for lethal force:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A detained and securely restrained suspect is under MP custody and must not be harmed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; are unresponsive or incapacitated, MPs may use lethals freely during Code Red or higher.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Lethals may be used immediately if non-lethals are ineffective (e.g., against rogue synthetics).&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Lethal force is a last resort.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The synthetic must be given a chance to surrender.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) After takedown, synthetics must be repaired and revived in secure custody.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iv) They should be released after serving their sentence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Field Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Field arrests are limited to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The FOB&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Dropships&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Other secure areas&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If in “hot pursuit,” MPs may pursue fleeing suspects outside secure zones.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If hostiles are nearby, the arrest must be aborted and relocated to a secure area.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) MPs may move between secure zones but must not conduct arrests in transit.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Arrested persons must be transported safely.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During boarding situations (e.g., Delta Alert), arrests are only permitted if the individual presents danger to the Almayer or its personnel.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) If arresting shipside crew on authorised deployment:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The relevant Head of Department must be informed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) In their absence, the acting Commander Officer (aCO) must be informed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A replacement should be arranged where possible, with a delay no longer than five minutes.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 13 – Search Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Personnel Searches&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) May be conducted by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Military Police personnel&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be approved by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 b) If waiting causes further hazard to personnel or ship, retroactive approval is acceptable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Witnessing a crime allows post-arrest search approval.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Procedure:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Inform the subject of the search and the reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Conduct the search in an isolated or brig area to prevent theft.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Confiscate illegal items; use non-lethal force if necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Secure confiscated items until search completion.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) If unable, request another MP transport them to Evidence Storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) If items justify brig time, follow Detainment and Brig procedures.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Otherwise, release the subject.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Return unnecessary evidence to Requisitions.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Improper search procedure may result in a Neglect of Duty charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Searches do not qualify for Prevarication charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Area Searches&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Area searches must be approved by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) In emergencies, approval may be obtained after the search.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Procedure:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Announce the intent to search and vacate unrelated personnel.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Inform responsible parties onsite of the reason for the search.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Obtain access to the area; if none are present, trained personnel may override access controls.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Conduct the search, collect, and secure evidence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Restore the area to its prior state as best as possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Reopen the area to normal use.&amp;lt;br /&amp;gt;&lt;br /&gt;
 g) Bring all evidence to the brig for processing.&amp;lt;br /&amp;gt;&lt;br /&gt;
 h) Return unused evidence to Requisitions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 14 – Detainment and Brig Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Timer Policy&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If a prisoner is removed from their cell for any reason:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their timer is PAUSED.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Time outside the cell does not count toward sentence completion.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Exception:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) If the timer has started and processing is not yet complete, this time DOES count.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Brigging Checklist&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To properly brig a prisoner, the following steps must be followed (in any order):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Set charges and print the timer from JAS.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Insert the charge sheet into the cell timer panel and activate it.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Dress the prisoner in an orange uniform and shoes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Provide a standard headset.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Remove their ID if possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Escort the prisoner into the cell, buckle them to the bed, flash/stun, recover cuffs, and exit the cell.&amp;lt;br /&amp;gt;&lt;br /&gt;
 g) Search belongings for contraband.&amp;lt;br /&amp;gt;&lt;br /&gt;
 h) Update records with &amp;quot;Prisoner&amp;quot; status, charges, and sentence time.&amp;lt;br /&amp;gt;&lt;br /&gt;
 i) Once time is served, return belongings, escort them out, and update record to “Released.”&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) SSD Prisoners&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If SSD at sentence end:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Redress them, secure pouches, place in Brig Cryo.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If SSD over 5 minutes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May be cryoed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If they return, they must serve remaining time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 15 – Demotions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Conditions for Demotion&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Demotions may only occur when explicitly listed as a possible consequence of a crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Permission must be granted by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The relevant Head of Department of the arrested person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If they are a Head of Department, approval must come from the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Demotion Outcomes&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The demoted individual is reassigned to a lower position within their department.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If no such position exists:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They are reassigned to a rifleman role.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Riflemen being demoted:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Are discharged and become civilian passengers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Demoted MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May be reassigned to any shipside department if:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They have relevant skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The department head grants permission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Commanding Officer Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; has special authority:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May authorise demotions or discharges beyond explicit punishment listings.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) [&amp;lt;a href=&amp;quot;https://cm-ss13.com/wiki/Marine_Law#Demotion_Clause&amp;quot;&amp;gt;Demotion Clause Reference&amp;lt;/a&amp;gt;]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 16 – Executions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Execution Criteria&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) May only be performed if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The prisoner committed a crime with execution as a punishment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner’s brig timer exceeds one hour (permanent confinement).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Authorisation must come from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) OR BOTH the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; and the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (or Warden if no &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Permanent prisoners may be executed later if Alert is Red or Delta.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officers&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; cannot authorise executions.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Emergency Circumstances&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) During Delta Alert or threats mandating evacuation:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Standard procedures may be ignored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Execution Announcement Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) An announcement must be made ship-wide by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) OR the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Announcement must state:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Intent to execute.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Method of execution.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Approved methods:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Firing Squad – by MPs or the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Lethal Injection – by the CMO.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Restrictions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Only standard firearms may be used (rifles, sidearms, shotguns).&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) No explosives or cruel weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may allow others to join firing line (victims only).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Execution Conduct Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The Condemned may request:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) One tobacco product.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) One food item.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) One drink.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) A blindfold.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Up to 3 observers from the designated viewing room.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Required presence:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or Warden (in their absence).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Final words:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be permitted before execution.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May use radio even if previously confiscated.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If final requests take more than 2 minutes, execution proceeds.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 17 – Prisoner Rights&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Fundamental Rights&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners have the following rights, which cannot be denied except in extreme situations with authorisation from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Prisoners may fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Request restoration of denied rights.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Report malpractice.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) All rights are protected except &amp;quot;Access to a Radio,&amp;quot; which may be revoked if necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) The Courtyard (Common Space)&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All prisoners are permitted access to the courtyard/common space by default.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Exceptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Permanently brigged prisoners do not have this right by default.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) They may be granted courtyard access with escort as a reward for good behaviour.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) This right may be revoked in the following scenarios:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) During mutinies, riots, or emergency situations.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During or after active jailbreak attempts.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If the prisoner commits a crime while in the brig.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) This right can be restored by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Protection and Medical Treatment&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All prisoners must be kept safe and unharmed.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) While any prisoner is brigged:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must remain in the brig at all times.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Exception: if all prisoners are permanently confined or during an Emergency Situation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Treatment Guidelines:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Medical treatment should occur inside the brig when possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The arresting MP must ensure someone is present in the brig to supervise prisoners.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The Surgical Tray must remain in the brig unless Red/Delta Alert is active.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If infirmary treatment is required:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP must escort the prisoner and monitor them throughout treatment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If self-harm is detected, a straitjacket may be used for the sentence duration.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Access to a Radio&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners are entitled to a standard headset unless they abuse it.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Abuse includes excessive spam, repeated help calls after being told to stop, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Process for radio removal:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A warning must be issued explaining the abuse.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner must be given a chance to stop before denial.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Additional Conditions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Prisoners may request an appeal without limitation.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During a mutiny, radios may be denied, but only for the duration of the event.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 18 – Right to Appeal&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Appeal Process&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) An appeal allows a case to be reviewed by a higher authority.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Appeals are for error correction only.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may NOT be used to add new charges or increase punishment once the brig timer is set.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeal Timing&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Appeals must be handled in a timely manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The specific process and timeline for submitting and reviewing appeals continues in the next section...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Appeal Rights and Responsibilities&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All personnel under Marine Law jurisdiction have the right to appeal their punishment to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Either may designate another to handle the appeal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) If the appeal involves either the Chief MP or Commander, they must delegate to an uninvolved MP or Commissioned Officer.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) The Appeal Handler has final authority over the appeal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Individuals involved in the arrest, charge selection, or sentencing should not handle the appeal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Appeal Handler Powers:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Confirm charge validity.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Modify a charge to a lesser charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Reduce punishment to the minimum for the charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Remove invalid or incorrect charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Charges cannot be removed if guilt is clear.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Appeal Timeline:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Once a prisoner requests an appeal, they must be given a PR301a Appeal Form within 5 minutes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Upon form completion, the Appeal Handler must attend and begin review within 5 minutes.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Neglect of Duty applies if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; fails to respond to a valid appeal request.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) Appeals must be handled before:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Executions&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Demotions&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) NJPs&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Brig timers run during appeal process unless the punishment has no brig sentence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) Appeals cannot modify punishments unrelated to the charges being appealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Marines may be held in custody pending appeal for non-brig sentences.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Suspending Appeals&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Appeal rights may be suspended during:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Delta Alert&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Threats requiring evacuation&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Hostile boarding or threats approaching the ship&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Riots or jailbreaks&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Appeals may be postponed if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The marine is unconscious and requires medical treatment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Another appeal was requested earlier and is unresolved.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The marine is unreachable (e.g., escaped).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Invalid reasons to postpone appeals include:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; being busy.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner being ruled insane.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Proper Appeal Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To ensure proper and fair appeals, follow these steps:&amp;lt;br /&amp;gt;&lt;br /&gt;
1) List all charges with associated punishments (done by MP or Appeal Handler).&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Appeals must be conducted in person (excluding remote witness testimony).&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Appeals MUST be handled via a PR301a Appeal Form.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If charges are incorrectly applied, they must be removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Appeals may not add new charges or increase punishment after brig timer is set.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Outcomes should be determined per individual charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) General responses to the appeal are not acceptable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Final punishment should reflect remaining charges only.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) The Appeal Handler makes the final decision.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may not be ordered or forced to rule a certain way.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Retaliation for handling or ruling on an appeal is prohibited.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Exception: If appeal procedure is violated, a Neglect of Duty charge may apply.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;F) Appeals Checklist&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended steps for Appeal Handlers:&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Are you physically present with the accused?&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Have the charges and punishments been clearly stated?&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Have you heard the accuser’s account?&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Have you heard witness testimony?&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Have you heard the accused’s account?&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Have you examined additional evidence?&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Does the evidence support the charges and testimonies?&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Have mitigating circumstances been considered?&amp;lt;br /&amp;gt;&lt;br /&gt;
9) Have you reached a decision?&amp;lt;br /&amp;gt;&lt;br /&gt;
10) Have you informed the accused of the outcome for each charge?&amp;lt;br /&amp;gt;&lt;br /&gt;
11) Have you adjusted the prisoner’s punishment accordingly?&amp;lt;br /&amp;gt;&lt;br /&gt;
12) Have you informed the prisoner of their right to fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for an additional appeal?&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;G) Appeals to the Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners may appeal to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; after a standard appeal is denied, or instead of using the standard appeal process.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If the prisoner faces execution:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; has 10 minutes to reply.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If no response is received, the execution may proceed.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If this appeal is used instead of a standard one:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Expiry of the reply window counts as denial.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Prisoners invoking this right must be given:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A pen and paper to write a fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If restrained, they may dictate the fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The fax must be transmitted as soon as possible.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) This right may be suspended during:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Delta Alert&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Evacuation events&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Hostile approach or boarding&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 19 – Special Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Medical Experiments&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Individuals may waive their rights to participate in medical experiments.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Researchers performing approved experiments are not liable for harm within approved parameters.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) All experiments require signed approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (not the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;), or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Chief Medical Officer (CMO).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Prisoners may request to participate as subjects.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their timer continues running during participation.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If their timer ends during the experiment, they are free to leave.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Experiments resulting in prisoner death are only allowed if execution was otherwise legal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Insanity&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Defined as a state of mind preventing understanding or lawful responsibility.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Can only be declared by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The CMO, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A Synthetic (who cannot be forced to make this declaration).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If no CMO or Synthetic is available:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may appoint a qualified medical officer to evaluate.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This should only be done as a last resort.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Mutinies and Arresting the Commander&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Attempting to overthrow legitimate command is illegal.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) MPs must seek approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; before taking action against the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If no CO is present, the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may be arrested, but &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be notified after the fact.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If a mutiny is successful:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The deposed &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be held to avoid reigniting conflict.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; next in line may be bypassed if in doubt.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Self-Defense and Defense of Others&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) No charges shall apply for reasonable, proportional force used in self-defence or to defend others in danger.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Lawful executions are not covered by this provision.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Proportional Force Examples:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Fist against fist&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Melee weapon against melee weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Gun against gun&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Lethal force may be used until the attacker is unable to continue.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Defenders must notify MPs or command.&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Victims should attempt to flee and alert MPs when possible.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Emergency Situations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) During severe emergencies (e.g., boarding, compromised brig):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Non-violent prisoners (minor or major crimes) may be released by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Violent or capital crime prisoners should not be released unless absolutely necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Prisoners must be evaluated on an individual basis for risk and behaviour.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not require face-to-face evaluation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Dangerous prisoners should be:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Escorted to an escape pod by a Commissioned Officer or MP.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Kept under supervision for crew safety.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) A normal Red Alert is NOT sufficient reason for prisoner release.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Release only applies when the ship is overrun or evacuation is required.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 20 – Synthetic Units and Marine Law&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) The Almayer Synthetics&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Almayer Synthetics cannot break Marine Law and cannot be arrested without:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; via fax.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Almayer Synthetics have equal rights and privileges to marines.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If MPs believe a Synthetic has broken Marine Law:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The incident must be faxed to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Synthetic Council&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; will review the case.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If an Officer orders a Synthetic’s arrest:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must refuse the order.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Officer must fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for approval.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Synthetic units not part of the USCM do not receive arrest immunity.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Survivor Synthetics&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) W-Y Synths (Colony Synths) have similar rights to Almayer Synths.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Their arrest may be ordered by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) No need to fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) These synths are protected by Marine Law as though they are Almayer Synths.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If a survivor synth acts subversively (e.g., stealing high-value items, deconstructing defences):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may be declared rogue by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The CO&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The XO&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) The current acting &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Once declared rogue:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They lose all protection.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) They may be neutralised.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; cannot declare a synthetic as rogue.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 21 – Commanding Officer Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arrest Immunity&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is not exempt from Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) However, they may not be arrested without explicit approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; breaks Marine Law:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be contacted via fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This right to fax may not be denied.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is deposed due to mutiny:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must confine them if their freedom risks further conflict.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) They lose immunity and are no longer considered &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Execution Privileges&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may perform Battlefield Executions (BEs) without warning or procedure.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply to those in MP custody.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Executions must be done personally and without collateral damage.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Grounds for Battlefield Execution:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A threat to command through illegal undermining or removal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A threat to persons, especially in the CO&#039;s presence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A threat to the ship or operation in the CO’s presence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Restrictions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) BEs must be individual and in-person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Orbital Cannon and indirect methods are prohibited.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) An announcement must follow the execution, stating the reason and name.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) BEs may not be performed on prisoners unless standard execution is impossible (e.g., Delta Alert).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Alternative execution methods may be requested to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; during emergencies.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Escort Missions&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may request escorts:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Up to two MPs to guard the CO personally on the frontlines.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Unlimited MPs to escort non-combat personnel planetside (must avoid frontline).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Escort Procedures:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must focus solely on protection, not Marine Law enforcement.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs must stay within line of sight of the escorted person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) MPs may not leave line of sight even by order of the escorted individual.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Security Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A minimum of one MP must remain on the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; defines what is needed to maintain security.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If this is not upheld, the decision may be reviewed by the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must remain onboard and may count as the required MP.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If the escorted individual is incapacitated:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The MPs must attempt recovery.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If not possible, they must return shipside.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Pardons&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may pardon Minor and Major crimes.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Capital crimes may only be pardoned with permission from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Appeals:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or an MP may appeal the pardon via fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is responsible for further actions committed by the pardoned.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; overturns the pardon, the CO must ensure re-arrest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Process:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The CO must know the crimes and their timing.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A public announcement must be made including:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Name of the marine&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Crimes pardoned&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Reason for pardon&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The CO need not be physically present for the release.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Cancelling Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The CO may cancel an arrest or warrant before the subject is brigged.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Follows the same procedure as a regular pardon.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be announced via tablet or computer (post-order acceptable).&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Subject to appeal by &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) CO assumes full responsibility for further actions.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) If reoffended, MPs may request CO’s arrest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Conditions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) CO must be in the same general area as the subject.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May not pardon active crimes, resistors, or already brigged persons.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) May not cancel &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;-ordered arrests.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;F) Demotion Clause&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may demote or discharge any subordinate USCM personnel for a major crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Demotion must be department-appropriate and proportionate.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) This is separate from standard Marine Law Demotion punishments.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;G) General Article NJPs&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may issue NJPs at any time for behavior deemed inappropriate or contrary to good order.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) No specific crime needs to be committed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Examples: unprofessional conduct, unsatisfactory job performance, failure to uphold standards.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;H) Deputizing&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may deputize the following in absence of MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Executive Officer&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Auxiliary Support Officer&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Staff Officers&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Synthetic Units&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Deputized personnel may:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Make arrests&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Enforce Marine Law&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Must follow Marine Law procedures like MPs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 22 – USCM Provost Marshal Office&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) The Provost&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Members of the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; hold significant authority regarding the interpretation and enforcement of Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If Marine Law is being mishandled aboard a USCM vessel or within its Area of Operations (AO):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may dispatch a Provost Team.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This team may include:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) A single Inspector and their escort.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) A full team of Provost Enforcers.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Their purpose is to enforce law and discipline.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Members of the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Obey only their direct superiors within the Provost Office.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Are not subject to the USCM Chain of Command.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Role Definitions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Provost Inspectors and above are the final authority on Marine Law within their AO.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Provost Advisors do not hold direct authority.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They are expected to ensure Marine Law is properly followed and advise others.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Provost Marshals are exempt from Marine Law, excluding the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They must announce Battlefield Executions publicly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Contact Information&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Marine Law is currently overseen by:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Provost Chief Marshal Ferdinand Dome&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Contact:&amp;lt;/b&amp;gt; “forest2001” on the USCM Galactic Discord Server.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Outdated:_Reference:_Marine_Law&amp;diff=40166</id>
		<title>Outdated: Reference: Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Outdated:_Reference:_Marine_Law&amp;diff=40166"/>
		<updated>2026-01-16T11:54:31Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: I dunno why this exists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 |PrimaryColor = #ad8407&lt;br /&gt;
 |SecondaryColor = #ffffff00&lt;br /&gt;
 |HeaderContent = &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Outdated&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Image = Under_Construction.png&lt;br /&gt;
 |SubContent = This page/file has been designated as outdated. Refer to [[Marine Law]] for deconfliction, as this page is no longer maintained. To locate any other outdated pages/files head [[:Category:Outdated | here]].&lt;br /&gt;
 |Category1 = Outdated&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;United States Colonial Marines&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Uniform Code of Military Justice&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: gray&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This document serves as a quick-reference legal digest of the United States Colonial Marines Uniform Code of Military Justice. It is intended for citation, procedural guidance, and legal interpretation within the Area of Operations (AO) of all USCM vessels and installations. For formal citation, refer to section, subsection, and paragraph as per encoded format (e.g., &amp;quot;Section 5, B) 3)&amp;quot;). This reference guide retains full legal standing unless superseded by updated regulations or direct orders from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;CRITICAL CHANGE: APPEALS MUST BE CONDUCTED VIA APPEAL FORM PR301A&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 1 – General Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Definitions and Verbiage&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To ensure clarity within this document, certain terms are used for specific roles and procedures.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1) &amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Defined as a whitelisted USCM Commanding Officer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) All references to &amp;quot;Commanding Officer&amp;quot; apply only to whitelisted COs.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) These rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Refers to the current Commander of the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Includes Acting Commanders and successors within the Chain of Command.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) These rights are transferable to new Commanders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) In cases of temporary incapacity:&amp;lt;br /&amp;gt;&lt;br /&gt;
   - The next in command may act as &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt; alongside the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
   - Examples of temporary incapacity include:&amp;lt;br /&amp;gt;&lt;br /&gt;
    1) Communications offline and Commander is missing/unreachable.&amp;lt;br /&amp;gt;&lt;br /&gt;
    2) Commander has deployed into the field.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) In cases of permanent incapacity:&amp;lt;br /&amp;gt;&lt;br /&gt;
   - The next in command becomes the new Commander.&amp;lt;br /&amp;gt;&lt;br /&gt;
   - Examples include:&amp;lt;br /&amp;gt;&lt;br /&gt;
    1) Death beyond rescue.&amp;lt;br /&amp;gt;&lt;br /&gt;
    2) Arrest or removal due to mutiny.&amp;lt;br /&amp;gt;&lt;br /&gt;
    3) Communications lost and unlikely to be restored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) &amp;lt;b&amp;gt; Duty Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Highest-ranking available officer per the Chain of Command when the Commander is unavailable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Inherits Commander rights unless explicitly excluded.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Interchangeable with the Commander where appropriate.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) &amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Chief of Military Police.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Second highest authority in Marine Law in the AO.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Rights are non-transferable except where explicitly stated (e.g., to Warden or acting Warden).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) &amp;lt;b&amp;gt;MP (Military Police)&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Includes deputised XO’s, SO’s, or Synthetics enforcing Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) &amp;lt;b&amp;gt;Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Any person commissioned into the USCM.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) &amp;lt;b&amp;gt;Delegation and Appointments&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) If a specific role is unavailable, a specific person may be appointed following the Chain of Command.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Only the Commander may make such appointments.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8) &amp;lt;b&amp;gt;Lawful Arrest/Search&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Defined as an arrest/search following standing procedures and contextually appropriate conduct.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If suspects flee before intent is declared or doing so would be unsafe:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Verbal indication is not required prior to arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) It must be given as soon as feasible post-detainment.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 2 – Charges and Sentencing&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Charges System&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Charges are logged via the automated Jurisdictional Automated System (JAS).&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The JAS assigns brig timers based on charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Brig timers:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Cannot exceed 30 minutes unless:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) A Capital Crime has been committed.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) A new crime is committed while already jailed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) In the case of a Capital Crime committed in jail, the timer is escalated accordingly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Civilian Expectations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All USCM-employed personnel, including civilians (e.g., Corporate Liaison, Combat Correspondent), must follow Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Civilians are subordinate to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If applicable, the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 3 – Arrest Authorisation Rules&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Special Role Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May only be arrested with approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;High Command&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May only be arrested with approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt; holds final authority in these matters.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Cannot authorise arrests of MPs or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 4 – Accessory and Conspiracy&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Aiding, Abetting, and Conspiring&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Assisting others in committing a crime, whether directly or indirectly, includes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Providing material help.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Encouraging or bribing someone to commit a crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Conspiring or attempting a crime.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Such acts are punished as if the individual committed the original crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Section 5 – Spirit of the Law&amp;lt;/b&amp;gt;  ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Interpretation&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The laws written are to be applied by their spirit and not solely by literal wording.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) In the event of disagreement on edge cases, the Marine Law rank structure must be followed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) MP&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 6 – Non-Judicial Punishments (NJPs)&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Authority and Applicability&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MP’s or SEA may issue NJPs for Minor Crimes as an alternative to arrest or brig time.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) NJPs may not be issued to individuals the issuer could not otherwise arrest:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This includes the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, MP, SEA, etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Consent and Consequences&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Refusal of an NJP results in serving the original charge or a default 10-minute brig sentence.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Accepting an NJP waives the right to appeal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Compliance and Limitations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Failure to comply with an &amp;lt;u&amp;gt;accepted&amp;lt;/u&amp;gt; NJP results in a resisting arrest charge in addition to the original sentence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply if the subject made a legitimate attempt to comply.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) NJPs are a one-time offer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Refusal eliminates the option to accept it for the same charge in the future.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The decision to offer or deny an NJP cannot be overridden by higher-ranking MPs.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) NJPs can be issued to individuals in a cell only if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their total sentence is 10 minutes or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The charge is not a major crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) They did not previously refuse the NJP for the same charge.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 i) Re-offering an NJP after refusal is not permitted.&amp;lt;br /&amp;gt;&lt;br /&gt;
 ii) A superior may proactively forbid NJP offers to incarcerated persons on a case-by-case basis.&amp;lt;br /&amp;gt;&lt;br /&gt;
  - This must be done beforehand and not retroactively.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) The NJP cannot take longer than the remaining brig timer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply to NJPs assigned for new charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) In Officer Ordered Arrests:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may choose to apply an NJP instead of the original charge.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Further Information&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) NJPs may include reprimands, PT, extra duties, or reassignment to a new post.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) They must not endanger the marine’s health.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) NJPs may not exceed the length of the original brig timer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Maximum NJP duration is 10 minutes if no timer is assigned.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Orders to perform tasks outside one’s duties, when punishment-related, count as NJPs.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) These require a named criminal offense.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The exception is the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;’s NJP directive.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 7 – Military Police and Lawbreaking&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Violations by MPs&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MPs breaking Marine Law is a serious offense.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Upon arrest of an MP for such violations:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They must be charged with Neglect of Duty in addition to the original charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This does not upgrade a minor crime to a major one.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeal and Removal&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If an appeal or pardon is denied:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The MP is removed from law enforcement duty.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If no appeal or pardon is requested, denial is assumed by default.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) In Minor Crimes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Demotion is at the discretion of:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; if the above are unavailable&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) These decisions cannot be altered.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Reassignment&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Enlisted MPs are to serve in squad roles or other shipboard duties.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This is subject to approval by the appropriate Head of Department or direct assignment by the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Officer MPs are to be assigned to CIC roles unless dismissed by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for other duties.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 8 – Application of Marine Law&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Jurisdiction&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The UCMJ applies to all personnel in the vicinity of a USCM Operation or aboard a USCM ship, including:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) UPP, Freelancers, PMC’s, other factions and organisations&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Exceptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Specially dispatched officials from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Diplomatically Immune Company Executives (not the onboard Liaison)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Riot MP ERTs are subject to Marine Law and function as standard MPs.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) USCM Flag Officers (O7 or above):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Are presumed immune to Marine Law unless stated otherwise.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May still be reported to their superiors or faxed about.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Law Enforcement Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) On USCM ships and operations, the law is enforced by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Military Police&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) MPs operate independently of the standard command structure in matters relating to law enforcement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; of the Almayer has final authority on law enforcement unless overruled by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is the second highest authority in law enforcement:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May perform arrests&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Administers the brig&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Ensures proper record keeping and timer setting&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Reviews evidence and case validity&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) MP Discretion and Conduct&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MPs may ignore Minor Crimes at their discretion unless ordered to act.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) MPs may never commit crimes themselves, regardless of severity.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs cannot be forced to ignore Minor Crimes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs breaking Marine Law cannot be ignored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Preservation of Life&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If life or limb is at risk, personnel may act outside Marine Law to preserve life.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) These actions must be reasonable under the circumstances.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Examples of acceptable violations:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Entering a restricted room to save someone in danger&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Breaking barriers (window, door, wall) to assist a dying or mortally wounded individual&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Abuse of this principle may result in:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Action by &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Punishments including Execution or pay docking&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 9 – Lawful Orders&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Duty to Obey&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Personnel must follow all lawful orders from superiors.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Personnel are NOT required to follow unlawful orders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Unlawful Orders&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Defined as any order that would result in a breach of Marine Law if carried out.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Refusal to follow an unlawful order must be justified by the subordinate with reasoning.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Giving an unlawful order with malicious intent, or an order that is followed, results in:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The order-giver receiving the same punishment as the person who carried it out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Punitive orders that cause Neglect of Duty are unlawful unless part of an NJP.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Example: “Stand here for 10 minutes,” “Run laps around the hangar,” etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 10 – Officer Ordered Arrests&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arrest Directives&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If a Commissioned Officer orders an arrest for a crime, MPs MUST comply.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Only the following may order the arrest of an MP:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may NOT give this order&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The suspect may be held for 10 minutes post-brig arrival while evidence is gathered.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If the suspect is proven innocent, the officer who requested the arrest may be charged with Prevarication.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Any crimes committed during the arrest must still be sentenced.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) NJP in Officer Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may issue an NJP instead of a brig timer for minor charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If an NJP was offered and refused previously, it may not be offered again for the same charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Order Requirements&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The officer must clearly express the intention for the suspect to be arrested for it to be enforced.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The arrest order may be rescinded by the officer any time before detainment.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) An officer may not order the arrest of a superior in rank.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 11 – Vicarious Prosecution&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Victim&#039;s Rights&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) In all cases excluding capital crimes, grievous bodily harm, or Neglect of Duty:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The victim of a perceived crime may drop charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs or prosecutors must then release the defendant.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Continuing prosecution or detaining after charges are dropped constitutes Prevarication.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The defendant may be held for no more than five minutes during this time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeals to Arrest&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Within the five-minute window, MPs must contact the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; if they seek to continue the arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If no appeal is sent, or if no reply is received within three minutes of submission:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The defendant must be released.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Continued detainment is unlawful.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 12 – Arrest Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arresting a Suspect&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The standard arrest procedure is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Inform the suspect they are under arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Take down the suspect if they resist and securely restrain them.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Move the suspect to the brig.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Inform the suspect of their charges before the brig timer starts.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Inform the suspect they may file an appeal if they wish.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Lethal Force&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Lethal force may be authorised by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) When responding to emergencies such as mutinies, boardings, or suspects using lethal weapons&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If non-lethal weaponry is unavailable, an MP may use lethal force if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The suspect is a threat to the crew or the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Lethal force must cease once the suspect no longer presents harm.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Rules of engagement for lethal force:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A detained and securely restrained suspect is under MP custody and must not be harmed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; are unresponsive or incapacitated, MPs may use lethals freely during Code Red or higher.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Lethals may be used immediately if non-lethals are ineffective (e.g., against rogue synthetics).&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Lethal force is a last resort.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The synthetic must be given a chance to surrender.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) After takedown, synthetics must be repaired and revived in secure custody.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iv) They should be released after serving their sentence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Field Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Field arrests are limited to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The FOB&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Dropships&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Other secure areas&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If in “hot pursuit,” MPs may pursue fleeing suspects outside secure zones.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If hostiles are nearby, the arrest must be aborted and relocated to a secure area.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) MPs may move between secure zones but must not conduct arrests in transit.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Arrested persons must be transported safely.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During boarding situations (e.g., Delta Alert), arrests are only permitted if the individual presents danger to the Almayer or its personnel.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) If arresting shipside crew on authorised deployment:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The relevant Head of Department must be informed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) In their absence, the acting Commander Officer (aCO) must be informed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A replacement should be arranged where possible, with a delay no longer than five minutes.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 13 – Search Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Personnel Searches&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) May be conducted by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Military Police personnel&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be approved by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 b) If waiting causes further hazard to personnel or ship, retroactive approval is acceptable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Witnessing a crime allows post-arrest search approval.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Procedure:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Inform the subject of the search and the reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Conduct the search in an isolated or brig area to prevent theft.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Confiscate illegal items; use non-lethal force if necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Secure confiscated items until search completion.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) If unable, request another MP transport them to Evidence Storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) If items justify brig time, follow Detainment and Brig procedures.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Otherwise, release the subject.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Return unnecessary evidence to Requisitions.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Improper search procedure may result in a Neglect of Duty charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Searches do not qualify for Prevarication charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Area Searches&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Area searches must be approved by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) In emergencies, approval may be obtained after the search.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Procedure:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Announce the intent to search and vacate unrelated personnel.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Inform responsible parties onsite of the reason for the search.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Obtain access to the area; if none are present, trained personnel may override access controls.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Conduct the search, collect, and secure evidence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Restore the area to its prior state as best as possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Reopen the area to normal use.&amp;lt;br /&amp;gt;&lt;br /&gt;
 g) Bring all evidence to the brig for processing.&amp;lt;br /&amp;gt;&lt;br /&gt;
 h) Return unused evidence to Requisitions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 14 – Detainment and Brig Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Timer Policy&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If a prisoner is removed from their cell for any reason:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their timer is PAUSED.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Time outside the cell does not count toward sentence completion.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Exception:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) If the timer has started and processing is not yet complete, this time DOES count.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Brigging Checklist&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To properly brig a prisoner, the following steps must be followed (in any order):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Set charges and print the timer from JAS.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Insert the charge sheet into the cell timer panel and activate it.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Dress the prisoner in an orange uniform and shoes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Provide a standard headset.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Remove their ID if possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Escort the prisoner into the cell, buckle them to the bed, flash/stun, recover cuffs, and exit the cell.&amp;lt;br /&amp;gt;&lt;br /&gt;
 g) Search belongings for contraband.&amp;lt;br /&amp;gt;&lt;br /&gt;
 h) Update records with &amp;quot;Prisoner&amp;quot; status, charges, and sentence time.&amp;lt;br /&amp;gt;&lt;br /&gt;
 i) Once time is served, return belongings, escort them out, and update record to “Released.”&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) SSD Prisoners&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If SSD at sentence end:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Redress them, secure pouches, place in Brig Cryo.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If SSD over 5 minutes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May be cryoed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If they return, they must serve remaining time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 15 – Demotions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Conditions for Demotion&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Demotions may only occur when explicitly listed as a possible consequence of a crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Permission must be granted by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The relevant Head of Department of the arrested person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If they are a Head of Department, approval must come from the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Demotion Outcomes&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The demoted individual is reassigned to a lower position within their department.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If no such position exists:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They are reassigned to a rifleman role.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Riflemen being demoted:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Are discharged and become civilian passengers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Demoted MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May be reassigned to any shipside department if:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They have relevant skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The department head grants permission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Commanding Officer Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; has special authority:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May authorise demotions or discharges beyond explicit punishment listings.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) [&amp;lt;a href=&amp;quot;https://cm-ss13.com/wiki/Marine_Law#Demotion_Clause&amp;quot;&amp;gt;Demotion Clause Reference&amp;lt;/a&amp;gt;]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 16 – Executions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Execution Criteria&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) May only be performed if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The prisoner committed a crime with execution as a punishment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner’s brig timer exceeds one hour (permanent confinement).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Authorisation must come from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) OR BOTH the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; and the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (or Warden if no &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Permanent prisoners may be executed later if Alert is Red or Delta.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officers&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; cannot authorise executions.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Emergency Circumstances&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) During Delta Alert or threats mandating evacuation:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Standard procedures may be ignored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Execution Announcement Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) An announcement must be made ship-wide by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) OR the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Announcement must state:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Intent to execute.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Method of execution.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Approved methods:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Firing Squad – by MPs or the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Lethal Injection – by the CMO.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Restrictions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Only standard firearms may be used (rifles, sidearms, shotguns).&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) No explosives or cruel weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may allow others to join firing line (victims only).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Execution Conduct Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The Condemned may request:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) One tobacco product.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) One food item.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) One drink.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) A blindfold.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Up to 3 observers from the designated viewing room.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Required presence:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or Warden (in their absence).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Final words:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be permitted before execution.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May use radio even if previously confiscated.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If final requests take more than 2 minutes, execution proceeds.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 17 – Prisoner Rights&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Fundamental Rights&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners have the following rights, which cannot be denied except in extreme situations with authorisation from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Prisoners may fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Request restoration of denied rights.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Report malpractice.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) All rights are protected except &amp;quot;Access to a Radio,&amp;quot; which may be revoked if necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) The Courtyard (Common Space)&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All prisoners are permitted access to the courtyard/common space by default.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Exceptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Permanently brigged prisoners do not have this right by default.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) They may be granted courtyard access with escort as a reward for good behaviour.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) This right may be revoked in the following scenarios:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) During mutinies, riots, or emergency situations.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During or after active jailbreak attempts.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If the prisoner commits a crime while in the brig.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) This right can be restored by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Protection and Medical Treatment&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All prisoners must be kept safe and unharmed.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) While any prisoner is brigged:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must remain in the brig at all times.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Exception: if all prisoners are permanently confined or during an Emergency Situation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Treatment Guidelines:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Medical treatment should occur inside the brig when possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The arresting MP must ensure someone is present in the brig to supervise prisoners.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The Surgical Tray must remain in the brig unless Red/Delta Alert is active.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If infirmary treatment is required:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP must escort the prisoner and monitor them throughout treatment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If self-harm is detected, a straitjacket may be used for the sentence duration.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Access to a Radio&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners are entitled to a standard headset unless they abuse it.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Abuse includes excessive spam, repeated help calls after being told to stop, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Process for radio removal:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A warning must be issued explaining the abuse.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner must be given a chance to stop before denial.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Additional Conditions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Prisoners may request an appeal without limitation.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During a mutiny, radios may be denied, but only for the duration of the event.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 18 – Right to Appeal&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Appeal Process&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) An appeal allows a case to be reviewed by a higher authority.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Appeals are for error correction only.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may NOT be used to add new charges or increase punishment once the brig timer is set.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeal Timing&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Appeals must be handled in a timely manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The specific process and timeline for submitting and reviewing appeals continues in the next section...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Appeal Rights and Responsibilities&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All personnel under Marine Law jurisdiction have the right to appeal their punishment to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Either may designate another to handle the appeal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) If the appeal involves either the Chief MP or Commander, they must delegate to an uninvolved MP or Commissioned Officer.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) The Appeal Handler has final authority over the appeal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Individuals involved in the arrest, charge selection, or sentencing should not handle the appeal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Appeal Handler Powers:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Confirm charge validity.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Modify a charge to a lesser charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Reduce punishment to the minimum for the charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Remove invalid or incorrect charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Charges cannot be removed if guilt is clear.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Appeal Timeline:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Once a prisoner requests an appeal, they must be given a PR301a Appeal Form within 5 minutes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Upon form completion, the Appeal Handler must attend and begin review within 5 minutes.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Neglect of Duty applies if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; fails to respond to a valid appeal request.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) Appeals must be handled before:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Executions&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Demotions&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) NJPs&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Brig timers run during appeal process unless the punishment has no brig sentence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) Appeals cannot modify punishments unrelated to the charges being appealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Marines may be held in custody pending appeal for non-brig sentences.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Suspending Appeals&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Appeal rights may be suspended during:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Delta Alert&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Threats requiring evacuation&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Hostile boarding or threats approaching the ship&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Riots or jailbreaks&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Appeals may be postponed if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The marine is unconscious and requires medical treatment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Another appeal was requested earlier and is unresolved.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The marine is unreachable (e.g., escaped).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Invalid reasons to postpone appeals include:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; being busy.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner being ruled insane.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Proper Appeal Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To ensure proper and fair appeals, follow these steps:&amp;lt;br /&amp;gt;&lt;br /&gt;
1) List all charges with associated punishments (done by MP or Appeal Handler).&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Appeals must be conducted in person (excluding remote witness testimony).&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Appeals MUST be handled via a PR301a Appeal Form.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If charges are incorrectly applied, they must be removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Appeals may not add new charges or increase punishment after brig timer is set.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Outcomes should be determined per individual charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) General responses to the appeal are not acceptable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Final punishment should reflect remaining charges only.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) The Appeal Handler makes the final decision.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may not be ordered or forced to rule a certain way.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Retaliation for handling or ruling on an appeal is prohibited.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Exception: If appeal procedure is violated, a Neglect of Duty charge may apply.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;F) Appeals Checklist&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended steps for Appeal Handlers:&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Are you physically present with the accused?&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Have the charges and punishments been clearly stated?&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Have you heard the accuser’s account?&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Have you heard witness testimony?&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Have you heard the accused’s account?&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Have you examined additional evidence?&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Does the evidence support the charges and testimonies?&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Have mitigating circumstances been considered?&amp;lt;br /&amp;gt;&lt;br /&gt;
9) Have you reached a decision?&amp;lt;br /&amp;gt;&lt;br /&gt;
10) Have you informed the accused of the outcome for each charge?&amp;lt;br /&amp;gt;&lt;br /&gt;
11) Have you adjusted the prisoner’s punishment accordingly?&amp;lt;br /&amp;gt;&lt;br /&gt;
12) Have you informed the prisoner of their right to fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for an additional appeal?&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;G) Appeals to the Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners may appeal to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; after a standard appeal is denied, or instead of using the standard appeal process.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If the prisoner faces execution:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; has 10 minutes to reply.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If no response is received, the execution may proceed.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If this appeal is used instead of a standard one:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Expiry of the reply window counts as denial.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Prisoners invoking this right must be given:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A pen and paper to write a fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If restrained, they may dictate the fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The fax must be transmitted as soon as possible.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) This right may be suspended during:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Delta Alert&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Evacuation events&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Hostile approach or boarding&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 19 – Special Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Medical Experiments&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Individuals may waive their rights to participate in medical experiments.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Researchers performing approved experiments are not liable for harm within approved parameters.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) All experiments require signed approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (not the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;), or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Chief Medical Officer (CMO).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Prisoners may request to participate as subjects.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their timer continues running during participation.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If their timer ends during the experiment, they are free to leave.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Experiments resulting in prisoner death are only allowed if execution was otherwise legal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Insanity&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Defined as a state of mind preventing understanding or lawful responsibility.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Can only be declared by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The CMO, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A Synthetic (who cannot be forced to make this declaration).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If no CMO or Synthetic is available:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may appoint a qualified medical officer to evaluate.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This should only be done as a last resort.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Mutinies and Arresting the Commander&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Attempting to overthrow legitimate command is illegal.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) MPs must seek approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; before taking action against the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If no CO is present, the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may be arrested, but &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be notified after the fact.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If a mutiny is successful:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The deposed &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be held to avoid reigniting conflict.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; next in line may be bypassed if in doubt.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Self-Defense and Defense of Others&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) No charges shall apply for reasonable, proportional force used in self-defence or to defend others in danger.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Lawful executions are not covered by this provision.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Proportional Force Examples:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Fist against fist&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Melee weapon against melee weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Gun against gun&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Lethal force may be used until the attacker is unable to continue.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Defenders must notify MPs or command.&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Victims should attempt to flee and alert MPs when possible.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Emergency Situations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) During severe emergencies (e.g., boarding, compromised brig):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Non-violent prisoners (minor or major crimes) may be released by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Violent or capital crime prisoners should not be released unless absolutely necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Prisoners must be evaluated on an individual basis for risk and behaviour.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not require face-to-face evaluation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Dangerous prisoners should be:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Escorted to an escape pod by a Commissioned Officer or MP.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Kept under supervision for crew safety.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) A normal Red Alert is NOT sufficient reason for prisoner release.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Release only applies when the ship is overrun or evacuation is required.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 20 – Synthetic Units and Marine Law&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) The Almayer Synthetics&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Almayer Synthetics cannot break Marine Law and cannot be arrested without:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; via fax.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Almayer Synthetics have equal rights and privileges to marines.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If MPs believe a Synthetic has broken Marine Law:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The incident must be faxed to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Synthetic Council&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; will review the case.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If an Officer orders a Synthetic’s arrest:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must refuse the order.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Officer must fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for approval.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Synthetic units not part of the USCM do not receive arrest immunity.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Survivor Synthetics&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) W-Y Synths (Colony Synths) have similar rights to Almayer Synths.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Their arrest may be ordered by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) No need to fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) These synths are protected by Marine Law as though they are Almayer Synths.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If a survivor synth acts subversively (e.g., stealing high-value items, deconstructing defences):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may be declared rogue by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The CO&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The XO&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) The current acting &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Once declared rogue:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They lose all protection.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) They may be neutralised.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; cannot declare a synthetic as rogue.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 21 – Commanding Officer Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arrest Immunity&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is not exempt from Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) However, they may not be arrested without explicit approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; breaks Marine Law:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be contacted via fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This right to fax may not be denied.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is deposed due to mutiny:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must confine them if their freedom risks further conflict.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) They lose immunity and are no longer considered &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Execution Privileges&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may perform Battlefield Executions (BEs) without warning or procedure.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply to those in MP custody.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Executions must be done personally and without collateral damage.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Grounds for Battlefield Execution:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A threat to command through illegal undermining or removal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A threat to persons, especially in the CO&#039;s presence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A threat to the ship or operation in the CO’s presence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Restrictions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) BEs must be individual and in-person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Orbital Cannon and indirect methods are prohibited.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) An announcement must follow the execution, stating the reason and name.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) BEs may not be performed on prisoners unless standard execution is impossible (e.g., Delta Alert).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Alternative execution methods may be requested to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; during emergencies.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Escort Missions&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may request escorts:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Up to two MPs to guard the CO personally on the frontlines.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Unlimited MPs to escort non-combat personnel planetside (must avoid frontline).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Escort Procedures:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must focus solely on protection, not Marine Law enforcement.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs must stay within line of sight of the escorted person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) MPs may not leave line of sight even by order of the escorted individual.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Security Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A minimum of one MP must remain on the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; defines what is needed to maintain security.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If this is not upheld, the decision may be reviewed by the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must remain onboard and may count as the required MP.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If the escorted individual is incapacitated:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The MPs must attempt recovery.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If not possible, they must return shipside.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Pardons&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may pardon Minor and Major crimes.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Capital crimes may only be pardoned with permission from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Appeals:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or an MP may appeal the pardon via fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is responsible for further actions committed by the pardoned.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; overturns the pardon, the CO must ensure re-arrest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Process:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The CO must know the crimes and their timing.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A public announcement must be made including:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Name of the marine&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Crimes pardoned&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Reason for pardon&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The CO need not be physically present for the release.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Cancelling Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The CO may cancel an arrest or warrant before the subject is brigged.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Follows the same procedure as a regular pardon.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be announced via tablet or computer (post-order acceptable).&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Subject to appeal by &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) CO assumes full responsibility for further actions.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) If reoffended, MPs may request CO’s arrest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Conditions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) CO must be in the same general area as the subject.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May not pardon active crimes, resistors, or already brigged persons.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) May not cancel &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;-ordered arrests.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;F) Demotion Clause&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may demote or discharge any subordinate USCM personnel for a major crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Demotion must be department-appropriate and proportionate.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) This is separate from standard Marine Law Demotion punishments.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;G) General Article NJPs&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may issue NJPs at any time for behavior deemed inappropriate or contrary to good order.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) No specific crime needs to be committed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Examples: unprofessional conduct, unsatisfactory job performance, failure to uphold standards.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;H) Deputizing&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may deputize the following in absence of MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Executive Officer&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Auxiliary Support Officer&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Staff Officers&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Synthetic Units&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Deputized personnel may:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Make arrests&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Enforce Marine Law&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Must follow Marine Law procedures like MPs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 22 – USCM Provost Marshal Office&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) The Provost&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Members of the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; hold significant authority regarding the interpretation and enforcement of Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If Marine Law is being mishandled aboard a USCM vessel or within its Area of Operations (AO):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may dispatch a Provost Team.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This team may include:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) A single Inspector and their escort.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) A full team of Provost Enforcers.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Their purpose is to enforce law and discipline.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Members of the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Obey only their direct superiors within the Provost Office.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Are not subject to the USCM Chain of Command.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Role Definitions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Provost Inspectors and above are the final authority on Marine Law within their AO.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Provost Advisors do not hold direct authority.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They are expected to ensure Marine Law is properly followed and advise others.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Provost Marshals are exempt from Marine Law, excluding the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They must announce Battlefield Executions publicly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Contact Information&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Marine Law is currently overseen by:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Provost Chief Marshal Ferdinand Dome&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Contact:&amp;lt;/b&amp;gt; “forest2001” on the USCM Galactic Discord Server.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40054</id>
		<title>Template:Sniper Rifle Abilities</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40054"/>
		<updated>2026-01-05T11:52:00Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left; white-space: nowrap;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:Aimed_Shot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aimed Shot&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you&#039;ll be able to fire it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time to lock-on is affected by the Laser ability, both your own and the spotter&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:SniperLaser.gif]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toggle Laser&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 40% faster without a spotter, as opposed to 50% faster with only a spotter mark, with both it is 65% faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once activated, it will automatically trigger when you use Aimed Shot on a target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40053</id>
		<title>Template:Sniper Rifle Abilities</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40053"/>
		<updated>2026-01-05T11:51:52Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left; white-space: nowrap;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:Aimed_Shot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aimed Shot&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you&#039;ll be able to fire it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time to lock-on is affected by the Laser ability, both your own and the spotters.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:SniperLaser.gif]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toggle Laser&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 40% faster without a spotter, as opposed to 50% faster with only a spotter mark, with both it is 65% faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once activated, it will automatically trigger when you use Aimed Shot on a target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40052</id>
		<title>Template:Sniper Rifle Abilities</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40052"/>
		<updated>2026-01-05T11:51:31Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left; white-space: nowrap;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:Aimed_Shot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aimed Shot&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you&#039;ll be able to fire it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time to lock-on is affected by the Laser, both your own and the spotters.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:SniperLaser.gif]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toggle Laser&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 40% faster without a spotter, as opposed to 50% faster with only a spotter mark, with both it is 65% faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once activated, it will automatically trigger when you use Aimed Shot on a target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40051</id>
		<title>Template:Sniper Rifle Abilities</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40051"/>
		<updated>2026-01-05T11:43:58Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left; white-space: nowrap;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:Aimed_Shot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aimed Shot&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you&#039;ll be able to fire it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:SniperLaser.gif]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toggle Laser&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 40% faster without a spotter, as opposed to 50% faster with only a spotter mark, with both it is 65% faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once activated, it will automatically trigger when you use Aimed Shot on a target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40050</id>
		<title>Template:Sniper Rifle Abilities</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40050"/>
		<updated>2026-01-05T11:43:43Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left; white-space: nowrap;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:Aimed_Shot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aimed Shot&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you&#039;ll be able to fire it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:SniperLaser.gif]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toggle Laser&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 40% faster without a spotter, as opposed to 50% faster with a spotter mark, with both it is 65% faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once activated, it will automatically trigger when you use Aimed Shot on a target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40049</id>
		<title>Template:Sniper Rifle Abilities</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40049"/>
		<updated>2026-01-05T11:43:11Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left; white-space: nowrap;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:Aimed_Shot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aimed Shot&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you&#039;ll be able to fire it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:SniperLaser.gif]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toggle Laser&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 40% faster without a spotter, as opposed to only 50% faster with a spotter mark, with both it is 65% faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once activated, it will automatically trigger when you use Aimed Shot on a target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40048</id>
		<title>Template:Sniper Rifle Abilities</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Sniper_Rifle_Abilities&amp;diff=40048"/>
		<updated>2026-01-05T11:42:25Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left; white-space: nowrap;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:Aimed_Shot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aimed Shot&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that allows the sniper to fire a boosted shot. Can only be used while in full stealth. Displays a lock-on on the target and channels for 1.25 seconds + 0.05 for every tile away from the target, then automatically fires at the target if the bullet has a chance to connect (No turf/blocking structure in the way/ Line of sight is still there). The shot is homing, though somewhat dodge-able if they can get an obstacle between them in time. If the shot connects with the intended recipient, the projectile does a critical hit depending on the ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To activate an aimed shot on a target, middle click your opponent. As long you have a clear line of sight to the target, you&#039;ll be able to fire it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time to lock on is cut in half by aiming at a spotted target or using a laser, and with both it will be 65% faster.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;width:15%;&amp;quot;|[[File:SniperLaser.gif]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toggle Laser&#039;&#039;&#039;&lt;br /&gt;
 |A togglable ability that interacts with your aimed shot and gives you a visible laser to the target. This laser will reveal your position, however will also boost Aimed Shot speed; making it 40% faster without a spotter, and 50% faster with a spotter mark, with both it is 65% faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once activated, it will automatically trigger when you use Aimed Shot on a target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=40039</id>
		<title>Pilot Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=40039"/>
		<updated>2026-01-03T09:22:13Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: Outdated&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 = Pilot.png&lt;br /&gt;
|jobtitle = Pilot Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Auxiliary Support Officer]]&lt;br /&gt;
|unlock = Two hours as [[Dropship Crew Chief]]&lt;br /&gt;
|duties = Pilot and maintain the dropships.&lt;br /&gt;
|guides = Located at the bottom of the page.&lt;br /&gt;
|description = Your job is to fly, protect, and maintain the ship&#039;s dropship.&lt;br /&gt;
While you are an officer, your authority is limited to the dropship, where you have authority over the enlisted personnel.&lt;br /&gt;
If you are not piloting, there is an autopilot fallback for command, but don&#039;t leave the dropship without reason.&lt;br /&gt;
&lt;br /&gt;
As the pilot officer you answer to the auxiliary support officer and the acting commander. Special circumstances may change this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We&#039;re in the pipe, five by five.&amp;quot;&#039;&#039; ― Cpl. Ferro, Aliens&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pilot Officer&#039;&#039;&#039;, is split into two roles; Dropship Pilot and Gunship Pilot, as the name indicates, pilots the ships of [[USS Almayer]]. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their AUD-25 dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July. Either can take on the others role should they be unavailable to do so.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Congratulations lieutenant! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;). Your Pilot&#039;s Bunks (east of CIC), and your Office (north of lower medbay and directly east of the pilot workshop), should have everything you need for the mission, &#039;&#039;&#039;If you&#039;re going somewhere cold, grab a coif!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two dropships assigned to the piloting team at the hangar are the &#039;&#039;&#039;Alamo&#039;&#039;&#039;, and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;, Both can go to any Landing Zone(LZ). They can fly two different kinds of missions: &#039;&#039;&#039;Transport&#039;&#039;&#039; and &#039;&#039;&#039;Fly By&#039;&#039;&#039;. The &#039;&#039;&#039;Alamo&#039;&#039;&#039; is conventionally the Dropship, and the &#039;&#039;&#039;Normandy&#039;&#039;&#039; the Gunship. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, You can also ask the engineering department(&#039;&#039;&#039;:n&#039;&#039;&#039;) to give you a hand and help you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attaching the parts and loading weapons==&lt;br /&gt;
&lt;br /&gt;
To attach modules onto your dropship, you will first need to know how to operate a cargo loader. To board this iconic piece of hardware, simply drag your sprite onto it. Now, only people who are trained in the powerloaders skill can board and operate a cargoloader. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notice how you have 2 clamps on that thing? That means you can hold 2 items at the same time without having to drop anything. To pick up a module, weapon or ammunition, simply click on it with an empty clamp and you will collect it with your loader. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
*To install the module, click on one of the available slots on the dropship that corresponds to the module type with the module in your clamp to install it.&lt;br /&gt;
----&lt;br /&gt;
*To load ammunition into a module you need to click on the installed weapon with its corresponding ammunition type in the clamp to load it. To drop a module, simply click on an empty tile next to you. &#039;&#039;&#039;You can additionally combine ammunition by having both stacks of ammo in both clamps of the powerloader, and then just clicking on the other clamp holding one set of ammunition to combine them.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
*To remove a weapon from a slot, simply click on the weapon or the slot that it&#039;s in with an empty clamp.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Different Mounting Points===&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;Mounting Point:&#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; |&amp;lt;center&amp;gt;[[File:engine.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Engine Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Install Engine Attachments here: Fuel Enhancers and the Cooling System.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:support.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Support Equipment Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Install Support equipment here: Medevac System, the Fulton Recovery System and optionally a machine gun or a sentry.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:weapon1.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapon Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Install Weapon Mounts here: LAU-444 Guided Missile Launcher, LAU-229 Rocket Pod, GAU-21 &#039;Rattler&#039; 30mm Cannon, LWU-6B Laser Cannon, A/A-32-P Sentry Defense System, and the MTU-4B Door Gunner Hardpoint System.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:electronic.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Electronics Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Install Weapons on the OUTER fitting and Electronics on the INNER fitting. Same Weapons as on the other mounting point. The Electronics are: Spotlight, Targeting System and the Landing Zone Detector System.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Essentials of Piloting=&lt;br /&gt;
&lt;br /&gt;
The lions&#039; share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:&lt;br /&gt;
----&lt;br /&gt;
*The &#039;&#039;&#039;camera console&#039;&#039;&#039; on the left allows you to watch over the dropship&#039;s cameras as well as any extra sights provided by the installable LZ detector system, which allows you to see where will you inevitably land.&lt;br /&gt;
----&lt;br /&gt;
*The &#039;&#039;&#039;flight console&#039;&#039;&#039; in the middle lets you launch the dropship, toggle the flight mode between transport and fly-by, and lock the shutters and doors. It also lets you &#039;&#039;optimize the flight path&#039;&#039; - only available to trained pilots like you - to cut down on transport and cooldown time at no cost.&lt;br /&gt;
----&lt;br /&gt;
*The &#039;&#039;&#039;weapons console&#039;&#039;&#039; at the right allows you to fire externally mounted weapons and deploy sentries and paradrop marines to locations designated by a laser designator or signal flare. In the case of firing weapons, both via fire mission or direct fire, you are able to use a camera to view the area you are interested in firing upon before you commit to firing if there is no opaque roofing over head. If there is opaque roofing over head, the camera may not see anything at all. The console is also where you activate the fulton recovery module, Medevac winch, and deploy external hardpoint mounted sentry guns.&lt;br /&gt;
----&lt;br /&gt;
So with that in mind, what are the differences between your two flight modes, &#039;&#039;&#039;transport&#039;&#039;&#039; and &#039;&#039;&#039;flyby&#039;&#039;&#039;? Well, in short, &#039;&#039;&#039;transport mode&#039;&#039;&#039; lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns, while &#039;&#039;&#039;flyby&#039;&#039;&#039; mode lets you use the most deadly weaponry you can load, but your dropship will only return to where it launched from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Transport&lt;br /&gt;
!Flyby (&amp;quot;Close Air Support and Med Evac&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
!Where does the dropship go?&lt;br /&gt;
|Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer.&lt;br /&gt;
|Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
!Which weapons and utilities can the dropship use mid-air?&lt;br /&gt;
|GAU-21 30mm Cannon, LWU-6B Laser Cannon, RMU-19 Fulton Recovery System, and RMU-4M Medevac System.&lt;br /&gt;
|All weapons that are available to you at the printer.&lt;br /&gt;
|-&lt;br /&gt;
!How long does the dropship stay in the air?&lt;br /&gt;
|Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible.&lt;br /&gt;
|Also depends on the engine upgrade which extends your flight time by a good bit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Close Air Support=&lt;br /&gt;
&lt;br /&gt;
==The Weapons Control Console== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The console has a dual &#039;Multi Function Display&#039; system so you have have two screens side by side using them both at the same time. The buttons themselves are multi function and will change depending on the Menu selected. &lt;br /&gt;
===Main Menu===&lt;br /&gt;
[[File:CAS-BaseFCMenu.png|980px]]&lt;br /&gt;
&lt;br /&gt;
This is the main menu. Any Exit buttons will return you to this Menu.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; - EQUIP - Equipment: All the modules and weapon systems loaded onto the dropship can be accessed here. Including Direct Firing weapons, activating sentries, using the Fulton, targeting Medevacs, and locking Paradrop JIMA flag/flares/lases.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0026FF&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; - F-MISS - Fire Mission: Viewing, editing, creating and deleting Fire Mission configurations.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - TARGET - Targeting: Direct firing Weapons, configuring attack runs, and selecting target JIMA flag/flares/lases. Selecting a target for paradrop must also be done using TARGET.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - MAPS - TacMap: Displays a live TacMap.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - CAMS - Cameras: Allows you to view a Target JIMA flag/flare/lase/Medevac Bed. (You can check your camera to see if the target is underground)&lt;br /&gt;
----&lt;br /&gt;
===Equipment Menu===&lt;br /&gt;
[[File:CAS-EquipMenu.png|908px]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - External Hardpoints: Any module or weapon placed externally can be interacted/Fired from here.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Internal Hardpoints: Any module placed internally can all be interacted with from here. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;That whilst you can target the Medevac from this console you still have to go to the module to activate the winch&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Target Menu===&lt;br /&gt;
Also shown is the viewing screen for a configured Fire Mission. Focus on the right hand side screen for the Target Menu.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-TargetMenu.png|908px]]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; - Offset Calibration: Allows you to change the offset in X(East:+ and west:-) and Y(North:+ and South:-) With a maximum offset of 12. &#039;&#039;I.E 2,-4 Would be two tiles east of the laser, and four south of the laser&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0026FF&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; - VECTOR - Attack Vector: Allows you to select the direction to attack &#039;&#039;&#039;TOWARD&#039;&#039;&#039; &#039;&#039;I.E: The end of the attack will be East of the initial starting point if East is selected.&#039;&#039;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - STRIKE - Strike Mode: Allows you to select the attack mode from Direct Weapon or Fire Mission&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - FIRE - Fires your Weapon(s) in the current configuration if the Guidance computer is complete and &#039;&#039;&#039;READY&#039;&#039;&#039;.&lt;br /&gt;
==Direct Bombardment==&lt;br /&gt;
&lt;br /&gt;
Direct bombardment is using only one weapon at a time and firing at lazes and signal flares. To be able to do so select Targets, then Strike, then Weapon, and then the weapon you wish to use. Alternatively you can use the Equipment Menu, and select the weapon from there. Finally select fire to initiate the attack. There is a delay between firing on the target and impact. Before impact, there will be a flashing green dot highlighting where the payload will land for a brief moment. Once it&#039;s gone, the payload will reach its target.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve fired your payload, there will be a short cool down before you&#039;re able to fire again.&lt;br /&gt;
All weapons can fire using direct bombardment and certain munitions can only be fired using direct bombardment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Important Note: Offsets do not function using Direct Bombardment!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Direct Bombardment Using the Strike Menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|[[File:CAS-TargetMenu.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Select &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - STRIKE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-StrikeMenuBase.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Switch the mode to &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Weapon &lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-TargetDirectWeapons.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Select the &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Weapon you want to use for the Direct Bombardment.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-TargetMenu.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Finally you can &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - FIRE the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-TargetConfigured.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Note:&#039;&#039;&#039; you may need to set a &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Vector before the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Guidance Computer reads ready to fire as it must have a Vector and a Target to be Complete and &#039;&#039;&#039;READY&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Direct Bombardment Using the Equipment Menu&#039;&#039;&#039;&lt;br /&gt;
| Select a &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Weapon from the Equipment Menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-EquipMenu.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
Then select a &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Target from the right hand side of the screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-EquipDirect.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
And Finally hit the &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; Fire button to initiate the attack.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Mini-Rockets can not be fired using Direct Bombardment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fire Missions==&lt;br /&gt;
&lt;br /&gt;
Fire Missions are pre-made air strikes designed to fire in one direction that cover a configurable area. They allow the pilot to unleash a full arsenal of weapons on any targets that are near a laser/flare or JIMA flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have access to a special channel primarily dedicated to coordinating with the ground troops who are able to ask for airstrikes. These include Squad Leaders, Fireteam Leaders, Scout Specialist and any one who has a JTAC encryption key. Use &#039;&#039;&#039;:j&#039;&#039;&#039; to talk in that channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fire missions can only be used on flyby.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Larger missiles like the AGM-99 &#039;Napalm&#039; can not be fired in a Fire Mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| And you will see this &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Error in the Fire Mission Editor&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-FMNapalmLoad.png|980px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Configuring a Fire Mission===&lt;br /&gt;
&lt;br /&gt;
====Naming the Fire Mission====&lt;br /&gt;
[[File:CAS-FMMenu.png|980px]]&lt;br /&gt;
&lt;br /&gt;
The first step in making a Fire Mission is to name it, click in the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE - TEXT BOX&amp;lt;/span&amp;gt; and hit Enter to save it or use the Save button. For any button actions the name will appear as FM#Number, but will be visible in the Target menu to verify you have the selected the correct one.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-SavingFM.png|980px]]&lt;br /&gt;
&lt;br /&gt;
Once you have created the Fire Mission you&#039;ll see it in the list and be able to select it either on the left or right side depending on how many you have made.&lt;br /&gt;
Shown above is the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE SAVE Button&amp;lt;/span&amp;gt; if you don&#039;t want to press enter to finish naming your Firemission&lt;br /&gt;
And one example of a &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Fire Mission Button&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;If you somehow make lots of Fire missions there will be arrows to scroll the right hand side buttons through them.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; for scrolling up. &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; for scrolling down.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-ScrollingFMs.png|980px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====Editing the Fire Mission====&lt;br /&gt;
Now that you have selected a Fire Mission from the Menu, you&#039;ll be greeted with the Overview of that Fire Mission. As it&#039;s just created it will be empty. But will show you the Weapons equipped and their ammo state.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-ViewingFM.png|980px]]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; - DELETE: Deletes the current selected Fire Mission&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0026FF&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; - F-MISS - Fire Mission: Returns to the list of Fire Missions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - EDIT: Allows you to edit when and where the weapons will fire.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - EXIT - An example of the Exit button that will exit to the main menu.&lt;br /&gt;
&lt;br /&gt;
To setup our Fire Mission you&#039;ll need to click on EDIT. And be greeted with the following screen.&lt;br /&gt;
----&lt;br /&gt;
[[File:CAS-FMWeaponLayout.png|980px]]&lt;br /&gt;
&lt;br /&gt;
From this screen you need to select the &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Weapons you are configuring for the Fire Mission.&lt;br /&gt;
----&lt;br /&gt;
This will prompt a slightly different screen where you can configure the Gimbal of the weapons for each step of the Fire Mission.&lt;br /&gt;
[[File:CAS-FMLeftsideWeapon.png|980px]]&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Weapon Information: The currently selected Weapon. The Number of that weapon, 1 to 4, Starting from the port wing, going from left to right hardpoint wise. It&#039;s ammo state, it&#039;s gimbal limits determined by if it&#039;s on the port or starboard side. &#039;&#039;(Left: Port, Right: Starboard. This is relative to the front of the ship, I.E Starboard on the Almayer is North/Up)&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
=====The Gimbal=====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;The Gimbal will flip as seen below going from port to starboard or vice versa to represent the which side the weapon is on.&#039;&#039;&lt;br /&gt;
[[File:CAS-FMRightSideWeapon.png|980px]]&lt;br /&gt;
&lt;br /&gt;
Each Fire Mission has a maximum step count of 12. On each step you can fire a weapon by selecting the Gimbal you want to fire said weapon at. Different weapons have different fire delays, which will control how many times you can fire it in one Fire Mission, ammo usage is also a consideration, even ammo usage. &lt;br /&gt;
&#039;&#039;Using half on one Fire Mission run and the other half on the next is a tactic you can use to keep yourself airborne longer before you need to re-arm.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Imagine this 12 count step as a straight line from the start of the fire mission, and on each step you can step out to the side to a maximum of 6 steps away from the center. Using this you choose where your weapons will strike. There is an additional visual explanation below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Visual Gimbal Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;An example of how Fire Missions works with a Mini-Rockets, would follow like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS-GimbalExample.png]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
The numbers on the image above shows the off sets for the Mini-Rockets. The numbers shown in this image will offset the direction of the impact point.&lt;br /&gt;
For example: The image above shows 5 - - 4 - - 1 - - 3 - -. This means if you are firing NORTH of your target, the impact point will be EAST 5 tiles away from the center. And the next one will be EAST 4 tiles away from the center etc. Zero will be directly in the center of the line.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would technically be visualized like this:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CAS_Menu_2_2.2.png]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Circles&#039;&#039;&#039;&amp;lt;/span&amp;gt; indicate the impact points of where the fire mission will land in theory, at the target. Each red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;circle&#039;&#039;&#039;&amp;lt;/span&amp;gt; corresponds with the example Mini-Rocket fire mission. Using a negative number would flip the red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;circles&#039;&#039;&#039;&amp;lt;/span&amp;gt; onto the negative side.&lt;br /&gt;
|}&lt;br /&gt;
You just need to select the Numbers from the &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Box, and it will update with the Fire Delay blocking out the steps you can&#039;t shoot on with &#039;&#039;&#039;[WEAPON BUSY]&#039;&#039;&#039;. You can select the &#039;&#039;&#039;[-]&#039;&#039;&#039; to reset that step to have the weapon not fire, if you need to have it fire somewhere else.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Fire Delay Examples + Ammo usage Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-FMPingPong.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-FMSequential.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| Above you can also see &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Ammo usage per run indicating that it would need to be reloaded after just one run because the remaining 2 Rockets aren&#039;t enough for the full fire mission. If there&#039;s not enough ammo for a full Fire Mission it will refuse to Fire.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Executing Fire Missions===&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve created your fire mission, move to the STRIKE menu, set it to Fire Mission mode, select your Fire Mission and wait for JTAC to call in some air support. Make sure you&#039;re launching in &#039;&#039;&#039;Fly-By&#039;&#039;&#039; mode to be able to use those fire missions.&lt;br /&gt;
&lt;br /&gt;
Be mindful of the ammunition you have remaining. You won&#039;t know you don&#039;t have enough ammo to complete a Fire Mission until you attempt one and you get a warning that one or more of your weapons doesn&#039;t have enough ammo to complete it. So you will need to keep an eye on you ammo, through either the Equipment screen or the Fire Mission overview screen of a selected Fire Mission.&lt;br /&gt;
&lt;br /&gt;
Refer back to the [[#Target Menu|Target Menu]] for coverage of the initial Menu.&lt;br /&gt;
&lt;br /&gt;
====Strike Mode: Fire Mission====&lt;br /&gt;
[[File:CAS-StrikeMenuFM.png|980px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - The list of Fire Missions to choose from, arrows will be made available if there are many Fire Missions already made.&lt;br /&gt;
&lt;br /&gt;
For a Fire Mission to be ready to fire the Guidance Computer must read &#039;&#039;&#039;READY&#039;&#039;&#039;. So you&#039;ll need to do more than just select your Fire Mission.&lt;br /&gt;
You&#039;ll at least need; a Vector: the direction your attack is going, and a Target: a flare,laser, or JIMA flag to originate the attack from.&lt;br /&gt;
====Vector====&lt;br /&gt;
[[File:CAS-VectorSelection.png|980px]]&lt;br /&gt;
 &lt;br /&gt;
After selecting Vector you&#039;ll be greeted with the options of the four cardinal direction &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - North, East, South and West. This option dictates where the in which direction the Dropship will attack toward. And isn&#039;t tied to the offset. So you can be offset west but attack to the east, covering ground you offset past. This gives you a lot of flexiblity together with Offsets to strike a wide area near a CAS signal.&lt;br /&gt;
----&lt;br /&gt;
====Offset====&lt;br /&gt;
For better effectiveness you&#039;ll also want an offset, you can view where your attack will start with the camera as long as it&#039;s not pitch-black, unless you have the Night Vision upgrade &#039;&#039;(Ask Research)&#039;&#039; or deep underground. The Offset allows you to move the Fire Mission away from the origin point a maximum of 12 tiles away in any two directions &#039;&#039;(Given that you can&#039;t offset both south and north because you can&#039;t duplicate yourself)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use the arrows to offset in that direction.  &lt;br /&gt;
&lt;br /&gt;
[[File:CAS-OffsetX.png|980px]]&lt;br /&gt;
&lt;br /&gt;
East&#039;&#039;(Positive numbers)&#039;&#039; is &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Right, and West&#039;&#039;(Negative numbers)&#039;&#039;is &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Left. In this &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - Example it is offset 5 Tiles East of the origin.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-OffsetY.png|980px]]&lt;br /&gt;
&lt;br /&gt;
North&#039;&#039;(Positive numbers)&#039;&#039; is &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Up, South&#039;&#039;(Negative numbers)&#039;&#039; is &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Down. In this &amp;lt;span style=&amp;quot;color:#FF006E&amp;quot;&amp;gt;PINK&amp;lt;/span&amp;gt; - Example it is offset 5 Tiles South of the origin.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS-OffsetReset.png|980px]]&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Center button is for resetting the offset to 0, 0. Thus having no offset. &lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Offset Camera Examples&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-ViewingCameraNoOffset.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| In the example above you can see &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Offset is 0, 0 No offset. And the camera is centered on the origin point the flare. This is were the Fire Mission would originate from if it was Step 0. But there is no Step 0 so it will start right next to it in the Vector direction.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-ViewingCameraSmallOffset.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| In the example above you can see &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Offset is -5, 4 This is the 5 tiles West and four North, and we can see the flare to the south east of the center of the view in the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Camera view.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:CAS-ViewingCamera.png|980px]]&lt;br /&gt;
|-&lt;br /&gt;
| In the example above you can see &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Offset is -12, 12 This is the furthest West and North you can go, and we can no longer see the flare in the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Camera view.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Both Vector and Offset do not reset after a completed FM so you will need to change them if needed for a new attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;If the signal is under a metal ceiling or underground, you&#039;ll still be able to execute the fire mission and see the damage you caused when the fire mission is under way. But if it&#039;s deep underground, you won&#039;t be able to see anything or fire at all, yet still be able to Execute it without firing a single shot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Target Selection====&lt;br /&gt;
The last component to discuss is the Target &lt;br /&gt;
[[File:CAS-TargetFullyConfigured.png|980px]]&lt;br /&gt;
&lt;br /&gt;
The right hand side buttons are &amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;YELLOW&amp;lt;/span&amp;gt; - Targets available to select they will come with a Squad letter A,B,C,D,E,F or sometimes X for command or auxiliary depending on who threw it and a number to identify which target you want. JIMA Flags will start with J. If you&#039;re being called in by a JTAC Make sure you have the right signal selected.&lt;br /&gt;
Further verification of the right signal can be found with the &amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; - Location Name.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with your offsets and the Fire Mission you&#039;ve selected, your vector, offset are all configured to your and the JTACs requirements the &amp;lt;span style=&amp;quot;color:#0026FF&amp;quot;&amp;gt;BLUE&amp;lt;/span&amp;gt; - Guidance Computer will read &#039;&#039;&#039;READY&#039;&#039;&#039;, and you can then execute your Fire Mission and watch your Camera to see the dropship unleash devastating firepower against anything in the strike zone. After the fire mission is completed, you&#039;ll return to a sub-orbital route that&#039;ll allow you to commence another fire mission provided you have the ammo and the time, or abort and land.&lt;br /&gt;
&lt;br /&gt;
=Example Weapon Loadouts=&lt;br /&gt;
It&#039;s important to keep in mind what weapons you have installed on the dropship as all 4 weapons usually combine into one set up, for more organized and increased damage, some commonly used CAS weapons choices are:&lt;br /&gt;
*4 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]]&lt;br /&gt;
*2 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]], 2 Guided Missile Launchers [[File:Rocket_Pod.png|16px]]&lt;br /&gt;
*2 Mini-Rocket Pods [[File:Minirocket_Pod.png|24px]], 1 Guided Missile Launcher [[File:Rocket_Pod.png|16px]], 1 Laser Cannon [[File:Laser.png|16px]] or GAU-21 30mm Cannon [[File:GAU.png|16px]]&lt;br /&gt;
*2 Rocket Pods [[File:Minirocket_Pod.png|24px]], 2 Laser Cannons [[File:Laser.png|16px]] or GAU-21 30mm Cannons [[File:GAU.png|16px]]&lt;br /&gt;
Each weapon has a different cool down on how fast you can fire it in firemission. Listed below will tell you the cool downs of each weapon available:&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Cool down:&#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;Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Missile Launcher is a single shot weapon that can be placed anywhere on the gimbal. But due to it having only one missile available in the pod, you&#039;re going to need to reload it for every time you fire it.&lt;br /&gt;
&#039;&#039;&#039;Fires only one Missile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire.&#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;Mini-Rocket Pod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Mini-Rocket Pod has the ability to fire multiple small explosive rockets at a target. But they have a small cool down of two spaces.&lt;br /&gt;
&#039;&#039;&#039;Fires 1 Mini-Rocket, per step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, wait, fire.&#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;GAU-21 &#039;Rattler&#039; 30mm Cannon&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The GAU is an effective weapon that will be able to clear out large  areas as well as do plenty of damage on a target. It has the smallest cool down (barring the rocket pod) which allows you to fire in quick succession against a target.&lt;br /&gt;
&#039;&#039;&#039;Fires 20 rounds per step and 40 rounds with the Anti Tank rounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, fire.&#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;LWU-6B Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Laser Cannon is the most effective weapon available to the gunship pilots. It is perfectly suitable for the use of fire missions as it will shoot a line of extremely damaging fire against the target. But this weapon has the longest cool down of them all. Having to wait 3 steps before you can fire again, this weapon has a trade off of being extremely powerful for having a long cool down.&lt;br /&gt;
&#039;&#039;&#039;Fires 10% of the battery&#039;s power per step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, wait, wait, fire.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
=Dropship Weapons and Modules=&lt;br /&gt;
&lt;br /&gt;
The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. Some of these systems are available in the repair bay at the north of the hangar, with ammo for the weapons to be printed from the dropship fabricator.&lt;br /&gt;
&lt;br /&gt;
Simply climb into a powerloader (&#039;&#039;click-drag yourself onto it, or right click -&amp;gt; enter powerloader&#039;&#039;), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (Rockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there&#039;s already expended ammo inside, just take it out with an empty clamp. Finally for the engine upgrades, simple click on the engine attachment point with said upgrade and you&#039;ll install it easily.&lt;br /&gt;
&lt;br /&gt;
There is also a matrix upgrade for your camera, an upgrade that only the research department can create for you which gives you night vision or extended field of view. Ask them to learn more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attachable Weapon and Utility Systems==&lt;br /&gt;
If you want to pimp your ride, the USCM&#039;s got nothing but the best and most dangerous armaments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;150&amp;quot; |Attachable Weapon System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rocket_Pod.png|64px]]&amp;lt;br&amp;gt;LAU-444 Guided Missile Launcher&lt;br /&gt;
|&amp;quot;If it ain&#039;t broke, don&#039;t fix it&amp;quot;. A time-tested delivery system that&#039;s been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&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:Widowmaker_Rocket.png|64px]]&amp;lt;br&amp;gt;AIM-224B&amp;lt;br&amp;gt;&#039;Widowmaker&#039;&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 300/40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 3 seconds&lt;br /&gt;
|One of the larger rockets, the Widowmaker is packed with high-grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Keeper_Rocket.png|64px]]&amp;lt;br&amp;gt;GBU-67&amp;lt;br&amp;gt;&#039;Keeper II&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 450/100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 2 seconds&lt;br /&gt;
|A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP missile. While a direct hit obliterates armoured foes, don&#039;t expect it to be useful against large groups of hostiles due to its small area of effect.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banshee_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-227&amp;lt;br&amp;gt;&#039;Banshee&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 175/20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 4/15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|The Banshee will scream &amp;quot;Welcome to Vietnam&amp;quot; for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;BLU-200&amp;lt;br&amp;gt; &#039;Dragons Breath&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 4/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 5 seconds&lt;br /&gt;
|If the Banshee wasn&#039;t hot enough for you, the BLU-200 Dragons Breath trades all of its explosive power for raw fire. &#039;&#039;&#039;Due to its thermobaric nature, it will pull in any target close to the blast.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Napalm_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-99&amp;lt;br&amp;gt;&#039;Napalm&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 6/60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|The XN-99 &#039;Napalm&#039; is an incendiary rocket used to engulf areas in giant fireballs. Exploding in a 9x9 fire ball, not much can survive the ensuing firestorm. &#039;&#039;&#039;Can not be fired during a Fire Mission. Must be fired using direct bombardment.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Harpoon_Rocket.png|80px]]&amp;lt;br&amp;gt;AGM-184&amp;lt;br&amp;gt;&#039;Harpoon&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 150/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 5 seconds&lt;br /&gt;
|The AGM-84 Harpoon is an Anti-Ship Missile, designed and used to effectively take down enemy ships with a huge blast wave with low explosive power. This one is modified to use ground signals.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;SM-17&amp;lt;br&amp;gt;&#039;Fatty&#039;&lt;br /&gt;
|The SM-17 &#039;Fatty&#039; is a special ordnance rocket. Nicknamed &#039;Fatty&#039; for its slow velocity and large payload, which splits into a large cluster of devastation preceded by a single centered hit. &#039;&#039;&#039;Can not be fired during a Fire Mission. Must be fired using direct bombardment.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_Pod.png|64px]]&amp;lt;br&amp;gt;LAU-229 Rocket Pod&lt;br /&gt;
|Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&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;
! width=&amp;quot;120&amp;quot; |[[File:Minirocket_Stack.png|64px]]&amp;lt;br&amp;gt;AGR-59 &#039;Mini-Mike&#039;&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 8 seconds&lt;br /&gt;
|A pack of 6 laser guided minirockets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_incin_Stack.png|64px]]&amp;lt;br&amp;gt;AGR-59-I &#039;Mini-Mike&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 3/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 8 seconds&lt;br /&gt;
|A pack of 6 laser guided incendiary minirockets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:GAU.png|64px]]&amp;lt;br&amp;gt;GAU-21 &#039;Rattler&#039; 30mm Cannon&lt;br /&gt;
|Military men and women know that the best solution for when brute force doesn&#039;t work, is to apply even more excessive amounts of brute force. The &#039;Rattler&#039; system delivers bursts of 30mm rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&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;
! width=&amp;quot;100&amp;quot; |[[File:30mm_Ammo.png|64px]]&amp;lt;br&amp;gt;PGU-100 Multi-Purpose 30mm ammo crate&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 150/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Penetration&#039;&#039;&#039;: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 10 seconds&lt;br /&gt;
|PGU-100 30mm Multi-Purpose ammo designed to penetrate light (non reinforced) structures, and lightly armed targets. However, it lacks armor penetrating capabilities, for which Anti Tank 30mm ammo is needed. Contains 400 rounds per crate and uses 40 rounds per burst.&lt;br /&gt;
|-&lt;br /&gt;
![[File:30mm_Highvelocity_Ammo.png|64px]]&amp;lt;br&amp;gt;PGU-105 30mm Anti-tank ammo crate.&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 95/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Penetration&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|PGU-105 Specialized 30mm APFSDS Titanium-Tungsten alloy penetrators, made for countering heavily armoured targets. It is much less effective against soft targets however, in which case 30mm Multi-Purpose ammunition is recommended. Contains 400 rounds per crate and uses 30 rounds per burst&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser.png|64px]]&amp;lt;br&amp;gt;LWU-6B Laser Cannon&lt;br /&gt;
|The LWU-6B Laser Cannon has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&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;
! width=&amp;quot;100&amp;quot; |[[File:Laser_Ammo.png|64px]]&amp;lt;br&amp;gt;HBTU-17/LW Hi-Cap Laser Battery&lt;br /&gt;
| width=&amp;quot;160&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 0/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 5/75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 1 second&lt;br /&gt;
|A high-capacity laser battery used to power laser beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sentry_Deployable.png|64px]]&amp;lt;br&amp;gt;A/A-32-P Sentry Defense System&lt;br /&gt;
|This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired and reloaded just like standard Sentry Gun.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinegun_Deployable.png|64px]]&amp;lt;br&amp;gt;MTU-4B Door Gunner Hardpoint System&lt;br /&gt;
|This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship or on the weapon attachment points on the wings of the dropship, providing a solid barrier against anyone sneaking in from the backyard and sides. Loaded with 1500 rounds and given an enhanced scope for extra range with IFF.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Med_Evac_System.png|64px]]&amp;lt;br&amp;gt;RMU-4M Medevac System&lt;br /&gt;
|A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.. You can recover them in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039;  &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over squad comms and medical comms for a squad corpsman requesting a Medevac.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire lift targets through the dropship weapons and utilities console.&lt;br /&gt;
*Once a target has been found go to the Medevac system at the back and click on it to winch up the injured marine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;that the winch system has a cooldown of 1 minute between each use and only a pilot or dropship crew chief can use it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fulton_System.png|64px]]&amp;lt;br&amp;gt;RMU-19 Fulton Recovery System&lt;br /&gt;
|This container holds a Fulton recovery system that allows you to collect objects attached to Fulton recovery balloons. You can recover them in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039; You can recover crates and unreviveable dead bodies. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over any communications channel for someone to state a Fulton balloon is up.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire targets with the weapons and utilities console.&lt;br /&gt;
*Once a target has been found, the Fulton Recovery System will automatically retrieve the package.&lt;br /&gt;
*This has small cool down once collected.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Launchbay.png|64px]]&amp;lt;br&amp;gt;LAG-14 Internal Sentry Launcher&lt;br /&gt;
|A standard issue launch bay, Primary used to launch area-of-denial sentries. You can use it  in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Load in a sentry into the launch bay.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire targets with the weapons and utilities console.&lt;br /&gt;
*Once a target has been found, You may launch the sentry to the location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rappel_System.png|64px]]&amp;lt;br&amp;gt;RHPU-1 Paradrop Deployment System&lt;br /&gt;
|This container holds electronic systems which allows marines to tactically paradrop right into combat. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Fly in &#039;&#039;&#039;Flyby&#039;&#039;&#039;.&lt;br /&gt;
*Make sure you pack enough parachutes.&lt;br /&gt;
*Target a flare or laser from the Target Menu.&lt;br /&gt;
*Lock the flare from the Paradrop Deployment System&#039;s Equipment Menu.&lt;br /&gt;
*The rear door will open automatically and the marines can now run out the back.&lt;br /&gt;
*That&#039;s it! Marines can now paradrop by simply clicking on the rappel deployment system.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Electronics==&lt;br /&gt;
Want to improve the accuracy of your weapon systems? Or perhaps you&#039;d rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you&#039;ve only got 2 electronic slots when Detective Gadget&#039;ing up your ship with these fancy gubbinz:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;150&amp;quot; |Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spotlight.png|64px]]&amp;lt;br&amp;gt;AN/LEN-15 Spotlight&lt;br /&gt;
|A high-powered spotlight with a protective glass casing ensures you&#039;ll always have an illuminated landing zone, plus a bit extra.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Targeting_System.png|64px]]&amp;lt;br&amp;gt;AN/AAQ-178 Weapon Targeting System&lt;br /&gt;
|An advanced system that&#039;s much better at tracking laser-guided beacons than the standard equipment the drop-ships come with. Calculates optional firing patterns to minimize traveling time. Essential for drop-ships planning on making accurate and fast missile strikes or a few GAU strafing runs. &#039;&#039;&#039;Not necessary for Fire Missions&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Speeds up traveling time of the missile as well as improves accuracy on direct strikes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Landing_detector.png|64px]]&amp;lt;br&amp;gt;AN/AVD-60 LZ Detector&lt;br /&gt;
|Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Engine Upgrades==&lt;br /&gt;
&lt;br /&gt;
Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here&#039;s a couple solutions to your problems. Using two of the &#039;&#039;&#039;same&#039;&#039;&#039; engine upgrades will &#039;&#039;&#039;not&#039;&#039;&#039; enhance your dropship. Two different engine upgrades &#039;&#039;&#039;will&#039;&#039;&#039; work however. (Double cooling systems or double fuel enhancers won&#039;t be more efficient, only one is counted for this purpose)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;150&amp;quot; |Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cooling_System.png|64px]]&amp;lt;br&amp;gt;Cooling System&lt;br /&gt;
|A more efficient cooling system then the default one. Attach this in your engines and you&#039;ll see a huge decrease in engine cooldown times, ensuring you&#039;ll be ready to take-off at the drop of a hat, even if you just landed. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fuel_Enhancer.png|64px]]&amp;lt;br&amp;gt;Fuel Enhancer&lt;br /&gt;
|Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. Additionally on flyby, it extends the amount of time you have for undertaking fire missions as well as using the Medevac system. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dropship Part Fabricator==&lt;br /&gt;
[[File:Dropship_part_fabricator.png|thumb]]The dropship part fabricator is the primary way for you to get equipment for your dropships, or to replace ammunition that you&#039;ve completely run out of. It works by a point system, with &#039;&#039;&#039;one point being earned every two seconds&#039;&#039;&#039;. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Partfab_1.1.png|600px]]&lt;br /&gt;
&amp;lt;br&amp;gt;Highlighted in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;&#039;&#039;&#039; is equipment for all your needs including Engine Upgrades, Weapons, and Support modules, and highlighted in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;&#039;&#039;&#039; is the ammo to supply all the weaponry at your disposal. To print something, simply click &amp;quot;Fabricate&amp;quot; and, if it has enough points, it will start printing. Below are detailed prices and estimated time to accumulate that much points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points&lt;br /&gt;
|-&lt;br /&gt;
|A/A-32-P Sentry Defense System&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|MTU-4B Door Gunner Hardpoint System&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|LAG-14 Internal Sentry Launcher&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AN/LEN-15 Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AN/AAQ-178 Weapon Targeting System&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
&amp;lt;!---|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|AN/AVD-60 LZ Detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LAU-444 Guided Missile Launcher&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LAU-229 Rocket Pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|LWU-6B Laser Cannon&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points&lt;br /&gt;
|-&lt;br /&gt;
|PGU-105 30mm Anti-tank ammo crate.&lt;br /&gt;
|325&lt;br /&gt;
|Around 11 minutes&lt;br /&gt;
|-&lt;br /&gt;
|PGU-100 Multi-Purpose 30mm ammo crate&lt;br /&gt;
|275&lt;br /&gt;
|Around 9 minutes&lt;br /&gt;
|-&lt;br /&gt;
|BTU-17/LW Hi-Cap Laser Battery&lt;br /&gt;
|200&lt;br /&gt;
|6 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224B &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|BLU-200 &#039;Dragons Breath&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGR-59-I &#039;Mini-Mike&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGR-59 &#039;Mini-Mike&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-184 &#039;Harpoon II&#039;&lt;br /&gt;
|200&lt;br /&gt;
|6 minutes&lt;br /&gt;
|-&lt;br /&gt;
|A/C-49-P Air Deployable Sentry&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Communication=&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good to know how your dropship works, but at the end of the day you&#039;re also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible. &lt;br /&gt;
==Command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;)==&lt;br /&gt;
&lt;br /&gt;
As the PO, you&#039;ll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.&lt;br /&gt;
&lt;br /&gt;
==JTAC channel (&#039;&#039;&#039;:j&#039;&#039;&#039;)==&lt;br /&gt;
&lt;br /&gt;
In case you choose to do CAS ( Close Air Support ) Instead of transport, you will be communicating more in this channel as Squad leaders and JTAC kit users will be calling you for fire support and you have to provide it to ensure the victory on the ground. They will laze targets for you and sometimes specifying which type of ammo they want to be dropped. You can also watch the effect of your fire support by watching the cameras in the weapons console.&lt;br /&gt;
Ex: &amp;quot; Alpha lead here, Requesting CAS 6 west of my laze, Fire when ready ! &amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intel channel (&#039;&#039;&#039;:t&#039;&#039;&#039;)==&lt;br /&gt;
&lt;br /&gt;
The Intel channel is good to liaise with RTO&#039;s or marines who have decided to take the fulton recovery device to recover xeno corpses, or with Intelligence Officers who have intel to deliver and load, unload or fulton onto and from your dropship.&lt;br /&gt;
&lt;br /&gt;
==Medical Channel (&#039;&#039;&#039;:m&#039;&#039;&#039;)==&lt;br /&gt;
The medical channel is good to communicate with medics that try to Medevac their patients up to your dropship, usually they will ask if you installed the Medevac module, and if you about to Medevac someone, ask injuries with the patient so you know how to stabilize the patient and if you need to land immediately(e.g. infected with xenomorph larva.)&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;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=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;
=Tips=&lt;br /&gt;
&lt;br /&gt;
*Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad&#039;s frequency when you&#039;ve just arrived and are about to depart. You want to be efficient with your trips as much as possible.&lt;br /&gt;
*A special benefit to being a Pilot Officer is that you&#039;re allowed to boss around marines while they&#039;re on your shuttle. Don&#039;t tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM&#039;s ship and thus the Commanding Officer&#039;s ship).&lt;br /&gt;
*Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.&lt;br /&gt;
*If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you&#039;re on the Almayer.&lt;br /&gt;
*If you want to run CAS using direct bombardment while on trasport, consider using the fuel efficiency module. More time in the air is good if you want to maximize your chances of being airborne when a CAS request comes through.&lt;br /&gt;
*You can combine partially used mini rocket racks/30mm ammo boxes together with the power loaders. Simply take one of them into one claw and click on the other one. It will either combine or transfer ammunition to the other one.&lt;br /&gt;
*You can install two Medevac systems onto the same dropship to allow you to recover more wounded.&lt;br /&gt;
&amp;lt;!--* You cannot launch the dropship if the APC is blocking the rear door. --&amp;gt;&lt;br /&gt;
*Grabbing a more heavy gun than your side arm when you are on the transport dropship to deal with hostiles that try to get a ride up to the ship more reliably is usually a good choice&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
Below are user made guides for more in-depth learning. &#039;&#039;&#039;Information may be outdated&#039;&#039;&#039;&lt;br /&gt;
*[http://forum.cm-ss13.com/t/cas-whats-good-whats-bad-i-dont-know-but-heres-a-arbitrary-opinionated-guide-on-it/401 CAS, what’s good? what’s bad? I don’t know but here’s a arbitrary opinionated guide on it.] by Jam March 8th 2023&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16939 Smashing that motherfucking lockdown button] by Bronimin on 19 Apr 2018&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15560 CAS Weaponry, Loadouts, and You] by Tisx on 22 Nov 2017&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15341 Guide to being &amp;quot;Death From Above&amp;quot; -A PO CAS Guide] by mizolo on 02 Nov 2017&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=13902 How to have great CAS] by Roland410 on 11 Jul 2017&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11874 What makes a good PO?] by liltiptop on 22 Mar 2017&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Engineering&amp;diff=39846</id>
		<title>Guide to Engineering</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Engineering&amp;diff=39846"/>
		<updated>2025-12-23T03:34:16Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Static Telecommunications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tools of the Trade==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Tool&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Function&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Screwdriver.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for rotating sentries, Also used to open panels on vendors and doors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Welder.gif|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Crowbar.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Wrench.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for securing and unsecuring sentries, disassemble certain objects, unsecure and secure vendors and girders.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:CableCoils.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Cable coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for fixing synthetics and synthetic limbs, and placing wire on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Multitool.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used to hack doors and vendors, disarming mines, or determining the wattage of a power cable.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Wirecutters.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Lightreplacer.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:T-Ray_Scanner.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;T-Ray Scanner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Insulated Gloves.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Gloves worn on your hand, preventing any electric shocks, from touching wires, to touching electrified objects or machines. Engineers spawn with a pair of insulated squad gloves in their lockers.&lt;br /&gt;
|-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Portable TComms are currently DISABLED&lt;br /&gt;
==[[File:Tcomms thingy.PNG|32px]] Portable Telecommunications [[File:Tcomms thingy.PNG|32px]]== &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Telecommunications will need to be setup every deployment. You&#039;ll be provided a portable telecommunications tower that needs to be setup along with the necessary components. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find a Construction Crate and the Portable Telecommunications Unit in the Lower Hangar bay, directly south of the Alamo dropship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:tcomms 2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC0404&amp;quot;&amp;gt; Red Oval&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
Portable Telecommunications Unit Starting Bay&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Move all those componenets on the two racks (Top Left in the above image) into the black and yellow construction crate (Top right) to move them grounside easier.&lt;br /&gt;
#Once done, load the crate onto the desired dropship&lt;br /&gt;
#Lastly load the T-comms tower itself (Top right) onto the dropship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Order of Construction&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Drag T-comms to desired location&lt;br /&gt;
*Insert Cable Coil&lt;br /&gt;
*Insert Circuitboard&lt;br /&gt;
*Insert Cable Coil&lt;br /&gt;
&#039;&#039;&#039;Then add the following in any order:&#039;&#039;&#039; &lt;br /&gt;
* 2 power cells&lt;br /&gt;
* 2 micro-manipulators&lt;br /&gt;
* 2 hyperwave filters&lt;br /&gt;
&#039;&#039;&#039;Lastly:&#039;&#039;&#039;&lt;br /&gt;
*Use a screwdriver to finish T-comms &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, you will have communications online, and you will be able to communicate to the Almayer and Vice-Versa.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Repairing&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use a welder to repair any damage&lt;br /&gt;
*Once done, click on the T-comms tower with an empty hand to turn it back on&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
== Static Telecommunications ==&lt;br /&gt;
[[File:CommsBroken.png|112px]]&lt;br /&gt;
&lt;br /&gt;
Telecommunications will need to be setup every deployment. You will need to communicate with Command to find out the location of the Colony&#039;s communication equipment, and as to which set you should attempt to repair.&lt;br /&gt;
&lt;br /&gt;
Repairs and activation of the telecommunications tower will require:&lt;br /&gt;
* Welder&lt;br /&gt;
* Multi-tool&lt;br /&gt;
&lt;br /&gt;
Simply weld the tower until you can&#039;t anymore, and then use the multi-tool to add the USCM frequencies to it, this only needs to be done once. Any other time and it just needs welding and turning back on afterwards. It will require the APC to be functioning and powered to be turned on.&lt;br /&gt;
&lt;br /&gt;
APC Repairs will require:&lt;br /&gt;
* Screwdriver, Crowbar, Wire-cutters.&lt;br /&gt;
* An APC board.&lt;br /&gt;
* Materials to reinforce the surrounding area and possibly an APC frame.&lt;br /&gt;
* Possibly a charged power cell&lt;br /&gt;
&lt;br /&gt;
You will need to repair the communications equipment, and the APC of the area it is in per [[Guide to Engineering#APC Maintenance|APC Maintenance]].&lt;br /&gt;
&lt;br /&gt;
After everything is in place your tower should look like the one below. Lights and all.&lt;br /&gt;
&lt;br /&gt;
[[File:CommsWorking.png|112px]]&lt;br /&gt;
&lt;br /&gt;
== Power Duty ==&lt;br /&gt;
[[File:SMESUI.png|thumb|&#039;&#039;SMES settings should be like this&#039;&#039;]]To setup power, you&#039;ll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. You need Specially Trained level of Engineering (or higher) in order to do that. Depending on the sprite, the generator will need different steps (you can click on multiple generators to fix them at once):&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Destroyed.png|48px]] = [[File:Welder.gif|48px|link=|Welder]] -&amp;gt; [[File:Wirecutters.png|48px|link=|Wirecutters]] -&amp;gt; [[File:Wrench.png|48px|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Broken.png|48px]] = [[File:Wirecutters.png|48px|link=|Wirecutters]] -&amp;gt; [[File:Wrench.png|48px|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Damaged.png|48px]] = [[File:Wrench.png|48px|link=|Wrench]]. Once it&#039;s done, left click it with an empty hand to turn it on.&lt;br /&gt;
&lt;br /&gt;
With this done, you&#039;ll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting &#039;&#039;&#039;input to 250,000W&#039;&#039;&#039; and &#039;&#039;&#039;output to 200,000W&#039;&#039;&#039;. This&#039;ll ensure that they are receiving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective. SMES units are used to store power, and then output it to the colony. If you set up power without setting the SMES units, power will not be stored and be wasted. Remember to switch on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]] if there is one.&lt;br /&gt;
&lt;br /&gt;
Shipside on the Almayer, there is a total of six SMES units to set up, with three in lower engineering, two in upper engineering and one near CIC. For the ship, you&#039;ll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output and that all SMES units are equal. You&#039;ll want to use the power monitoring computers to see how much power the reactors are outputting and how much more power is needed to handle the load.&lt;br /&gt;
&lt;br /&gt;
== Vendor Repairs ==&lt;br /&gt;
In the event a vendor has been damaged, you&#039;re able to repair them. You need Specially Trained level of Engineering or higher.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver the vendor.&lt;br /&gt;
#[[File:Wirecutters.png|32px]]Use wire cutters on the vendor.&lt;br /&gt;
#[[File:CableCoils.png|32px]]Use 5 cable coil on the vendor.&lt;br /&gt;
#[[File:Metal.png|32px]]Use 1 metal sheet on the vendor.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Finish it by using a screwdriver.&lt;br /&gt;
&lt;br /&gt;
== APC Maintenance==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Visual cue&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|What it means&lt;br /&gt;
|-&lt;br /&gt;
|Large, square glow on the left side of the APC. ||&lt;br /&gt;
* A &#039;&#039;&#039;red&#039;&#039;&#039; glow means the APC isn&#039;t charging.&lt;br /&gt;
* A &#039;&#039;&#039;green&#039;&#039;&#039; glow means the APC is charging.&lt;br /&gt;
* A &#039;&#039;&#039;blue&#039;&#039;&#039; glow means the APC is fully charged.&lt;br /&gt;
|-&lt;br /&gt;
|Three small glows in the bottom right of the APC. ||&lt;br /&gt;
* Each glow can be &#039;&#039;&#039;red&#039;&#039;&#039; for unpowered, or &#039;&#039;&#039;green&#039;&#039;&#039; for powered.&lt;br /&gt;
* The top glow corresponds to &#039;&#039;&#039;equipment&#039;&#039;&#039; (vendors, consoles, machines).&lt;br /&gt;
* The center glow corresponds to &#039;&#039;&#039;lighting&#039;&#039;&#039; (light tubes, light bulbs).&lt;br /&gt;
* The bottom glow corresponds to &#039;&#039;&#039;environment&#039;&#039;&#039; (airlocks, vents, heating).&lt;br /&gt;
|-&lt;br /&gt;
|Long, thin vertical glow on the right side of the APC. ||&lt;br /&gt;
* A &#039;&#039;&#039;red&#039;&#039;&#039; glow means the APC is locked.&lt;br /&gt;
* A &#039;&#039;&#039;green&#039;&#039;&#039; glow means the APC is unlocked.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Using the APC===&lt;br /&gt;
Walk up to the APC and use it with an empty hand to open the interface. Most of it is fairly self-explanatory: you can see if it&#039;s charging, how much charge it has, and whether equipment, lighting, or environment power are on, etc.&lt;br /&gt;
&lt;br /&gt;
If you swipe on the APC with your ID, you will unlock it and be able to change some of the options in its interface.&lt;br /&gt;
* You can disable or enable charging.&lt;br /&gt;
* You can force disable, force enable, or set automatic the three power draws (equipment, lighting, environment) as needed. For example, you might want to force the equipment in the CIC enabled so that it stays powered even when the APC is very low on charge (normally, automatic mode would disable it at 15% charge), or you might choose to force the lighting in the conference room disabled to save on power.&lt;br /&gt;
* You can enable or disable the cover lock, which prevents the APC from being forced open with a crowbar.&lt;br /&gt;
&lt;br /&gt;
If you disable the cover lock, you can pry open the cover of the APC by using a crowbar on it, and then take out and replace the power cell inside it with another, freshly charged one. This is an easy way to quickly return power to an area without having to set up the generators and SMES.&lt;br /&gt;
----&lt;br /&gt;
===Replace Powercell[[File:APC_Red.png|48px]]===&lt;br /&gt;
If the APC is not broken and the Power is down (For example Tcomms upon first deployment), you can replace the powercell by:&lt;br /&gt;
# Click the APC, swipe your ID card to unlock the interface.&lt;br /&gt;
# Disengage the cover lock in the interface.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to open the cover.&lt;br /&gt;
# Take out the empty powercell out with an empty hand.&lt;br /&gt;
# [[File:Powercell.png|32px]] Put a new powercell in the APC.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.&lt;br /&gt;
# Re-engage the cover lock.&lt;br /&gt;
# Swipe your ID card to secure the interface.&lt;br /&gt;
----&lt;br /&gt;
===Broken[[File:APC_Broken.png|48px]]===&lt;br /&gt;
# Click the APC&lt;br /&gt;
# [[File:Wirecutters.png|32px]] Mend all wires with wirecutters.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Fix the cover with a screwdriver.&lt;br /&gt;
&lt;br /&gt;
Upon following the above steps the APC will be fixed don&#039;t worry if it still doesn&#039;t have power because it&#039;ll take time to recharge (if generators are up). Replace the powercell with a new one if you require the APC to be active straight away.&lt;br /&gt;
----&lt;br /&gt;
===Blown up or destroyed [[File:Broken_APC.png]]===&lt;br /&gt;
You click the APC but no window shows up, meaning someone blew up the APC or blasted it into another dimension follow the steps below.&lt;br /&gt;
# Bash open the broken APC with any tool.&lt;br /&gt;
# Take out the powercell in the APC once the cover is off with an empty hand.&lt;br /&gt;
#[[File:Crowbar.png|32px]] Use a Crowbar &#039;&#039;&#039;on the floor tile infront of the APC&#039;&#039;&#039; to pry up the floor tile, revealing the power connection terminal. &#039;&#039;&#039;If there is no terminal, this step can skipped.&#039;&#039;&#039;&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC to unfasten the electronics.&lt;br /&gt;
# [[File:Wirecutters.png|32px]] Use wirecutters on the APC, cutting the damaged power connection out. &#039;&#039;&#039;If there is no terminal found, this step can be skipped.&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC, removing and destroying the damaged power control module.&lt;br /&gt;
# Build an APC frame from 2 metal sheets then click on the broken APC with the APC frame in hand to replace the APC frame.&lt;br /&gt;
# [[File:CableCoils.png|32px]] Use cable coil on the APC to rewire the floor power connection terminal.&lt;br /&gt;
# [[File:Circuitboard.png|32px]] Use a power control module on the APC to replace the one previously removed.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC to secure the new power control module.&lt;br /&gt;
# [[File:Powercell.png|32px]] Put a new powercell in the APC.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.&lt;br /&gt;
# Open up the APC pop up window once you&#039;ve completed all previous steps and turn on the breaker. You may need to unlock the interface by clicking on the APC with ID in hand to do so.&lt;br /&gt;
* Alternatively, you can also [[Guide_to_construction#Wall_Mountings| finish deconstructing the old APC and construct a new APC]] in the area to achieve the same result.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Hacking==&lt;br /&gt;
To begin hacking a machine, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver to open the maintenance panel.&lt;br /&gt;
# Click on the machine to open the wire window.&lt;br /&gt;
# [[File:Multitool.png|32px]][[File:Wirecutters.png|32px]] With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result. &lt;br /&gt;
# Memorize the wire which produced that outcome for future reference.&lt;br /&gt;
&lt;br /&gt;
* If you accidentally turn off a machine&#039;s power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire. &lt;br /&gt;
* It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP&#039;s]] before you accidentally cause trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Door Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Main power wire|| The Main power wire provides electricity to the airlock. When cutting or pulsing this wire, it causes the airlock to lose power meaning you can crowbar it open. Cutting and mending the wire will turn it back on.&lt;br /&gt;
|-&lt;br /&gt;
|Backup power wire|| The Backup power wire provides backup electricity to the airlock. When cutting or pulsing this wire, will not do much on its own. However, this is the second wire that needs to be cut if cutting the primary power does not allow you to pry the door open.&lt;br /&gt;
|-&lt;br /&gt;
|Door bolts wire|| The Door bolts are the locking mechanisms of an airlock. When cutting or pulsing this wire you will be unable to open the door. Pulsing this wire will open or lower it.&lt;br /&gt;
|-&lt;br /&gt;
|Door motors wire|| The Door motors wire controls the motors of the airlock. When cutting or pulsing this wire, if there are no ID requirements on the airlock or the ID scanner wire has been cut or pulsed, the door will open.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use the door. When cutting or pulsing this wire, allows users who don&#039;t have an ID card or no access, to use it.&lt;br /&gt;
|-&lt;br /&gt;
|Bolt lights wire|| The bolt light indicators to determine if the door is bolted shut or not. When cutting or pulsing this wire, it will turn the bolt lights indicators off. Off means you won&#039;t be able to tell it&#039;s bolted&lt;br /&gt;
|-&lt;br /&gt;
|Motor speed override wire||The Motor speed override wire controls how fast the door closes. When cutting or pulsing this wire, it will cause the door to close instantly, crushing people under it. This transfers over when the door is unpowered as well, allowing you to crush mobs and people with a crowbar with the door when unpowered.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity sensor&lt;br /&gt;
|The proximity sensor when not cut prevents the door from being closed when the door is obstructed by a person or mob, in order to use the motor speed override crushing function the Proximity Sensor needs to be cut, disabled. &lt;br /&gt;
|-&lt;br /&gt;
|Ground safety wire|| The Ground safety wire prevents the airlock from shocking people. When cutting or pulsing this wire, it will shoots out sparks neutralizing the ground safety wire causing those who use the airlock to be shocked. Cut and mend to stop the shocking.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Vendors Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Inventory control computer wire|| This wire when cut/pulsed, shows non-standard gear if there is any available.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use the vendor. When cutting or pulsing this wire, allows users who don&#039;t have an ID card or no access, to use it.&lt;br /&gt;
|-&lt;br /&gt;
|Ground control safety wire|| This wire when cut/pulsed,  causes the vendor to shock the user when used. Cut and mend the wire to stop the shocking.&lt;br /&gt;
|-&lt;br /&gt;
|Dispenser motor control wire|| This wire when cut/pulsed, will launch the contents of the vendor at nearby people.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===APC Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Main power wire|| The Main power wire provides electricity to the APC. When cutting or pulsing this wire, it causes the APC to lose power meaning the area will be unpowered. Cutting and mending the wire will return power.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use or pry the APC. When cutting or pulsing this wire, it allows everyone to edit the APC and pry it open.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Hacking the ASRS Console==&lt;br /&gt;
Hacking the ASRS console gives requisitions a broader signal range and allows them to order black market weapons and ammo, as well as research crates to help with hydroponics research or use as cooking material.&lt;br /&gt;
&lt;br /&gt;
Hack the console by following the steps below:&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screwdriver to disconnect the monitor.&lt;br /&gt;
#[[File:Crowbar.png|32px]] Crowbar to pry out the glass&lt;br /&gt;
#[[File:Wirecutters.png|32px]] Wirecutters to remove the cables&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screwdriver to unfasten the circuit board&lt;br /&gt;
#[[File:Crowbar.png|32px]] Crowbar to pry the board back out&lt;br /&gt;
#[[File:Multitool.png|32px]] [[File:Circuitboard.png|32px]] Use a Modified Multitool/Access tuner on the board, select &amp;quot;BROAD&amp;quot;&lt;br /&gt;
#[[File:Circuitboard.png|32px]] Then put the board back in&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Fasten it with a screwdriver&lt;br /&gt;
#[[File:CableCoils.png|32px]] Rewire it&lt;br /&gt;
#[[File:Glass.png|32px]] add the screen back&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screw the screen in place&lt;br /&gt;
&lt;br /&gt;
And &amp;lt;i&amp;gt;voila&amp;lt;/i&amp;gt;, you can now order golden desert eagles and grow tomatoes. HAVE FUN!!!&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Engineering&amp;diff=39845</id>
		<title>Guide to Engineering</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Engineering&amp;diff=39845"/>
		<updated>2025-12-23T03:34:09Z</updated>

		<summary type="html">&lt;p&gt;MistChristmas: /* Static Telecommunications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tools of the Trade==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Tool&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Function&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Screwdriver.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for rotating sentries, Also used to open panels on vendors and doors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Welder.gif|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Crowbar.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Wrench.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for securing and unsecuring sentries, disassemble certain objects, unsecure and secure vendors and girders.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:CableCoils.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Cable coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for fixing synthetics and synthetic limbs, and placing wire on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Multitool.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used to hack doors and vendors, disarming mines, or determining the wattage of a power cable.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Wirecutters.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Lightreplacer.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:T-Ray_Scanner.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;T-Ray Scanner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Insulated Gloves.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Gloves worn on your hand, preventing any electric shocks, from touching wires, to touching electrified objects or machines. Engineers spawn with a pair of insulated squad gloves in their lockers.&lt;br /&gt;
|-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Portable TComms are currently DISABLED&lt;br /&gt;
==[[File:Tcomms thingy.PNG|32px]] Portable Telecommunications [[File:Tcomms thingy.PNG|32px]]== &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Telecommunications will need to be setup every deployment. You&#039;ll be provided a portable telecommunications tower that needs to be setup along with the necessary components. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find a Construction Crate and the Portable Telecommunications Unit in the Lower Hangar bay, directly south of the Alamo dropship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:tcomms 2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC0404&amp;quot;&amp;gt; Red Oval&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
Portable Telecommunications Unit Starting Bay&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Move all those componenets on the two racks (Top Left in the above image) into the black and yellow construction crate (Top right) to move them grounside easier.&lt;br /&gt;
#Once done, load the crate onto the desired dropship&lt;br /&gt;
#Lastly load the T-comms tower itself (Top right) onto the dropship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Order of Construction&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Drag T-comms to desired location&lt;br /&gt;
*Insert Cable Coil&lt;br /&gt;
*Insert Circuitboard&lt;br /&gt;
*Insert Cable Coil&lt;br /&gt;
&#039;&#039;&#039;Then add the following in any order:&#039;&#039;&#039; &lt;br /&gt;
* 2 power cells&lt;br /&gt;
* 2 micro-manipulators&lt;br /&gt;
* 2 hyperwave filters&lt;br /&gt;
&#039;&#039;&#039;Lastly:&#039;&#039;&#039;&lt;br /&gt;
*Use a screwdriver to finish T-comms &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, you will have communications online, and you will be able to communicate to the Almayer and Vice-Versa.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Repairing&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use a welder to repair any damage&lt;br /&gt;
*Once done, click on the T-comms tower with an empty hand to turn it back on&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
== Static Telecommunications ==&lt;br /&gt;
[[File:CommsBroken.png|112px]]&lt;br /&gt;
&lt;br /&gt;
Telecommunications will need to be setup every deployment. You will need to communicate with Command to find out the location of the Colony&#039;s communication equipment, and as to which set you should attempt to repair.&lt;br /&gt;
&lt;br /&gt;
Repairs and activation of the telecommunications tower will require:&lt;br /&gt;
* Welder&lt;br /&gt;
* Multi-tool&lt;br /&gt;
&lt;br /&gt;
Simply weld the tower until you can&#039;t anymore, and then use the multi-tool to add the USCM frequencies to it, this only needs to be done once. Any other time and it just needs welding and turning back on afterwards. It will require the APC to be functioning and powered to be turned on.&lt;br /&gt;
&lt;br /&gt;
APC Repairs will require:&lt;br /&gt;
* Screwdriver, Crowbar, Wire-cutters.&lt;br /&gt;
* An APC board.&lt;br /&gt;
* Materials to reinforce the surrounding area and possibly an APC frame.&lt;br /&gt;
* Possibly a charged power cell&lt;br /&gt;
&lt;br /&gt;
You will need to repair the communications equipment, and the APC of the area it is in per [[Guide to Engineering#APC Maintenance|APC Maintenance]].&lt;br /&gt;
&lt;br /&gt;
After everything is in place your tower should look like the one below. Lights and all.&lt;br /&gt;
[[File:CommsWorking.png|112px]]&lt;br /&gt;
&lt;br /&gt;
== Power Duty ==&lt;br /&gt;
[[File:SMESUI.png|thumb|&#039;&#039;SMES settings should be like this&#039;&#039;]]To setup power, you&#039;ll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. You need Specially Trained level of Engineering (or higher) in order to do that. Depending on the sprite, the generator will need different steps (you can click on multiple generators to fix them at once):&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Destroyed.png|48px]] = [[File:Welder.gif|48px|link=|Welder]] -&amp;gt; [[File:Wirecutters.png|48px|link=|Wirecutters]] -&amp;gt; [[File:Wrench.png|48px|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Broken.png|48px]] = [[File:Wirecutters.png|48px|link=|Wirecutters]] -&amp;gt; [[File:Wrench.png|48px|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Damaged.png|48px]] = [[File:Wrench.png|48px|link=|Wrench]]. Once it&#039;s done, left click it with an empty hand to turn it on.&lt;br /&gt;
&lt;br /&gt;
With this done, you&#039;ll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting &#039;&#039;&#039;input to 250,000W&#039;&#039;&#039; and &#039;&#039;&#039;output to 200,000W&#039;&#039;&#039;. This&#039;ll ensure that they are receiving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective. SMES units are used to store power, and then output it to the colony. If you set up power without setting the SMES units, power will not be stored and be wasted. Remember to switch on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]] if there is one.&lt;br /&gt;
&lt;br /&gt;
Shipside on the Almayer, there is a total of six SMES units to set up, with three in lower engineering, two in upper engineering and one near CIC. For the ship, you&#039;ll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output and that all SMES units are equal. You&#039;ll want to use the power monitoring computers to see how much power the reactors are outputting and how much more power is needed to handle the load.&lt;br /&gt;
&lt;br /&gt;
== Vendor Repairs ==&lt;br /&gt;
In the event a vendor has been damaged, you&#039;re able to repair them. You need Specially Trained level of Engineering or higher.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver the vendor.&lt;br /&gt;
#[[File:Wirecutters.png|32px]]Use wire cutters on the vendor.&lt;br /&gt;
#[[File:CableCoils.png|32px]]Use 5 cable coil on the vendor.&lt;br /&gt;
#[[File:Metal.png|32px]]Use 1 metal sheet on the vendor.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Finish it by using a screwdriver.&lt;br /&gt;
&lt;br /&gt;
== APC Maintenance==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Visual cue&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|What it means&lt;br /&gt;
|-&lt;br /&gt;
|Large, square glow on the left side of the APC. ||&lt;br /&gt;
* A &#039;&#039;&#039;red&#039;&#039;&#039; glow means the APC isn&#039;t charging.&lt;br /&gt;
* A &#039;&#039;&#039;green&#039;&#039;&#039; glow means the APC is charging.&lt;br /&gt;
* A &#039;&#039;&#039;blue&#039;&#039;&#039; glow means the APC is fully charged.&lt;br /&gt;
|-&lt;br /&gt;
|Three small glows in the bottom right of the APC. ||&lt;br /&gt;
* Each glow can be &#039;&#039;&#039;red&#039;&#039;&#039; for unpowered, or &#039;&#039;&#039;green&#039;&#039;&#039; for powered.&lt;br /&gt;
* The top glow corresponds to &#039;&#039;&#039;equipment&#039;&#039;&#039; (vendors, consoles, machines).&lt;br /&gt;
* The center glow corresponds to &#039;&#039;&#039;lighting&#039;&#039;&#039; (light tubes, light bulbs).&lt;br /&gt;
* The bottom glow corresponds to &#039;&#039;&#039;environment&#039;&#039;&#039; (airlocks, vents, heating).&lt;br /&gt;
|-&lt;br /&gt;
|Long, thin vertical glow on the right side of the APC. ||&lt;br /&gt;
* A &#039;&#039;&#039;red&#039;&#039;&#039; glow means the APC is locked.&lt;br /&gt;
* A &#039;&#039;&#039;green&#039;&#039;&#039; glow means the APC is unlocked.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Using the APC===&lt;br /&gt;
Walk up to the APC and use it with an empty hand to open the interface. Most of it is fairly self-explanatory: you can see if it&#039;s charging, how much charge it has, and whether equipment, lighting, or environment power are on, etc.&lt;br /&gt;
&lt;br /&gt;
If you swipe on the APC with your ID, you will unlock it and be able to change some of the options in its interface.&lt;br /&gt;
* You can disable or enable charging.&lt;br /&gt;
* You can force disable, force enable, or set automatic the three power draws (equipment, lighting, environment) as needed. For example, you might want to force the equipment in the CIC enabled so that it stays powered even when the APC is very low on charge (normally, automatic mode would disable it at 15% charge), or you might choose to force the lighting in the conference room disabled to save on power.&lt;br /&gt;
* You can enable or disable the cover lock, which prevents the APC from being forced open with a crowbar.&lt;br /&gt;
&lt;br /&gt;
If you disable the cover lock, you can pry open the cover of the APC by using a crowbar on it, and then take out and replace the power cell inside it with another, freshly charged one. This is an easy way to quickly return power to an area without having to set up the generators and SMES.&lt;br /&gt;
----&lt;br /&gt;
===Replace Powercell[[File:APC_Red.png|48px]]===&lt;br /&gt;
If the APC is not broken and the Power is down (For example Tcomms upon first deployment), you can replace the powercell by:&lt;br /&gt;
# Click the APC, swipe your ID card to unlock the interface.&lt;br /&gt;
# Disengage the cover lock in the interface.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to open the cover.&lt;br /&gt;
# Take out the empty powercell out with an empty hand.&lt;br /&gt;
# [[File:Powercell.png|32px]] Put a new powercell in the APC.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.&lt;br /&gt;
# Re-engage the cover lock.&lt;br /&gt;
# Swipe your ID card to secure the interface.&lt;br /&gt;
----&lt;br /&gt;
===Broken[[File:APC_Broken.png|48px]]===&lt;br /&gt;
# Click the APC&lt;br /&gt;
# [[File:Wirecutters.png|32px]] Mend all wires with wirecutters.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Fix the cover with a screwdriver.&lt;br /&gt;
&lt;br /&gt;
Upon following the above steps the APC will be fixed don&#039;t worry if it still doesn&#039;t have power because it&#039;ll take time to recharge (if generators are up). Replace the powercell with a new one if you require the APC to be active straight away.&lt;br /&gt;
----&lt;br /&gt;
===Blown up or destroyed [[File:Broken_APC.png]]===&lt;br /&gt;
You click the APC but no window shows up, meaning someone blew up the APC or blasted it into another dimension follow the steps below.&lt;br /&gt;
# Bash open the broken APC with any tool.&lt;br /&gt;
# Take out the powercell in the APC once the cover is off with an empty hand.&lt;br /&gt;
#[[File:Crowbar.png|32px]] Use a Crowbar &#039;&#039;&#039;on the floor tile infront of the APC&#039;&#039;&#039; to pry up the floor tile, revealing the power connection terminal. &#039;&#039;&#039;If there is no terminal, this step can skipped.&#039;&#039;&#039;&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC to unfasten the electronics.&lt;br /&gt;
# [[File:Wirecutters.png|32px]] Use wirecutters on the APC, cutting the damaged power connection out. &#039;&#039;&#039;If there is no terminal found, this step can be skipped.&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC, removing and destroying the damaged power control module.&lt;br /&gt;
# Build an APC frame from 2 metal sheets then click on the broken APC with the APC frame in hand to replace the APC frame.&lt;br /&gt;
# [[File:CableCoils.png|32px]] Use cable coil on the APC to rewire the floor power connection terminal.&lt;br /&gt;
# [[File:Circuitboard.png|32px]] Use a power control module on the APC to replace the one previously removed.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC to secure the new power control module.&lt;br /&gt;
# [[File:Powercell.png|32px]] Put a new powercell in the APC.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.&lt;br /&gt;
# Open up the APC pop up window once you&#039;ve completed all previous steps and turn on the breaker. You may need to unlock the interface by clicking on the APC with ID in hand to do so.&lt;br /&gt;
* Alternatively, you can also [[Guide_to_construction#Wall_Mountings| finish deconstructing the old APC and construct a new APC]] in the area to achieve the same result.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Hacking==&lt;br /&gt;
To begin hacking a machine, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver to open the maintenance panel.&lt;br /&gt;
# Click on the machine to open the wire window.&lt;br /&gt;
# [[File:Multitool.png|32px]][[File:Wirecutters.png|32px]] With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result. &lt;br /&gt;
# Memorize the wire which produced that outcome for future reference.&lt;br /&gt;
&lt;br /&gt;
* If you accidentally turn off a machine&#039;s power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire. &lt;br /&gt;
* It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP&#039;s]] before you accidentally cause trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Door Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Main power wire|| The Main power wire provides electricity to the airlock. When cutting or pulsing this wire, it causes the airlock to lose power meaning you can crowbar it open. Cutting and mending the wire will turn it back on.&lt;br /&gt;
|-&lt;br /&gt;
|Backup power wire|| The Backup power wire provides backup electricity to the airlock. When cutting or pulsing this wire, will not do much on its own. However, this is the second wire that needs to be cut if cutting the primary power does not allow you to pry the door open.&lt;br /&gt;
|-&lt;br /&gt;
|Door bolts wire|| The Door bolts are the locking mechanisms of an airlock. When cutting or pulsing this wire you will be unable to open the door. Pulsing this wire will open or lower it.&lt;br /&gt;
|-&lt;br /&gt;
|Door motors wire|| The Door motors wire controls the motors of the airlock. When cutting or pulsing this wire, if there are no ID requirements on the airlock or the ID scanner wire has been cut or pulsed, the door will open.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use the door. When cutting or pulsing this wire, allows users who don&#039;t have an ID card or no access, to use it.&lt;br /&gt;
|-&lt;br /&gt;
|Bolt lights wire|| The bolt light indicators to determine if the door is bolted shut or not. When cutting or pulsing this wire, it will turn the bolt lights indicators off. Off means you won&#039;t be able to tell it&#039;s bolted&lt;br /&gt;
|-&lt;br /&gt;
|Motor speed override wire||The Motor speed override wire controls how fast the door closes. When cutting or pulsing this wire, it will cause the door to close instantly, crushing people under it. This transfers over when the door is unpowered as well, allowing you to crush mobs and people with a crowbar with the door when unpowered.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity sensor&lt;br /&gt;
|The proximity sensor when not cut prevents the door from being closed when the door is obstructed by a person or mob, in order to use the motor speed override crushing function the Proximity Sensor needs to be cut, disabled. &lt;br /&gt;
|-&lt;br /&gt;
|Ground safety wire|| The Ground safety wire prevents the airlock from shocking people. When cutting or pulsing this wire, it will shoots out sparks neutralizing the ground safety wire causing those who use the airlock to be shocked. Cut and mend to stop the shocking.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Vendors Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Inventory control computer wire|| This wire when cut/pulsed, shows non-standard gear if there is any available.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use the vendor. When cutting or pulsing this wire, allows users who don&#039;t have an ID card or no access, to use it.&lt;br /&gt;
|-&lt;br /&gt;
|Ground control safety wire|| This wire when cut/pulsed,  causes the vendor to shock the user when used. Cut and mend the wire to stop the shocking.&lt;br /&gt;
|-&lt;br /&gt;
|Dispenser motor control wire|| This wire when cut/pulsed, will launch the contents of the vendor at nearby people.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===APC Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Main power wire|| The Main power wire provides electricity to the APC. When cutting or pulsing this wire, it causes the APC to lose power meaning the area will be unpowered. Cutting and mending the wire will return power.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use or pry the APC. When cutting or pulsing this wire, it allows everyone to edit the APC and pry it open.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Hacking the ASRS Console==&lt;br /&gt;
Hacking the ASRS console gives requisitions a broader signal range and allows them to order black market weapons and ammo, as well as research crates to help with hydroponics research or use as cooking material.&lt;br /&gt;
&lt;br /&gt;
Hack the console by following the steps below:&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screwdriver to disconnect the monitor.&lt;br /&gt;
#[[File:Crowbar.png|32px]] Crowbar to pry out the glass&lt;br /&gt;
#[[File:Wirecutters.png|32px]] Wirecutters to remove the cables&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screwdriver to unfasten the circuit board&lt;br /&gt;
#[[File:Crowbar.png|32px]] Crowbar to pry the board back out&lt;br /&gt;
#[[File:Multitool.png|32px]] [[File:Circuitboard.png|32px]] Use a Modified Multitool/Access tuner on the board, select &amp;quot;BROAD&amp;quot;&lt;br /&gt;
#[[File:Circuitboard.png|32px]] Then put the board back in&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Fasten it with a screwdriver&lt;br /&gt;
#[[File:CableCoils.png|32px]] Rewire it&lt;br /&gt;
#[[File:Glass.png|32px]] add the screen back&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screw the screen in place&lt;br /&gt;
&lt;br /&gt;
And &amp;lt;i&amp;gt;voila&amp;lt;/i&amp;gt;, you can now order golden desert eagles and grow tomatoes. HAVE FUN!!!&lt;/div&gt;</summary>
		<author><name>MistChristmas</name></author>
	</entry>
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